Vermin Swarm

Vermin Swarm

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher. Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Aegis
Ægide
Ægide est une Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaque divine doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. • Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. • Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
Afflict
Afflict
Afflict
Afflict
Afflict
Afflict
Ambush
Embuscade
Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence de pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes : • Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu. • Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir. • Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite. • Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle Capture pour le restant de la partie. • Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée. • Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
Hinterhalt
Ambush
Emboscada
Agguato
Stand Behind
Se tient derrière
La figurine peut être placée n’importe où dans son unité : son front n’a pas besoin d’être placé le plus à l’avant possible, et peut être placé plus en arrière que les figurines sans Au premier rang, même si la figurine a la règle Au premier rang . Son front ne peut être placé plus en avant dans l’unité que toute figurine avec la règle Au premier rang et sans la règle Se tient derrière. Ignorez cette règle en cas de Socles incompatibles.
Im Hintergrund
Stand Behind
En Retaguardia
Al Riparo!
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Hallebarde
À deux mains . Les attaques portées avec une Hallebarde ont +1 en Force et +1 en Pénétration d’armure.
Hellebarde
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Mago Apprendista
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arme lourde
À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au Palier d’initiative 0, quelle que soit l’Agilité du porteur.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Light Armour
Armor +1
Armure légère
+1 en Armure
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Armadura Ligera
Armor +1
Armatura Leggera
armatura +1
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Armes de jet
Portée 8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
Wurfwaffen
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Armas Arrojadizas
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Armi da Lancio
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
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.
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Attaque divine
Corps à corps Les sauvegardes d’ Ægide réussies contre des attaques avec cette règle doivent être relancées.
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Attaque enflammée
Corps à corps, Tir Les attaques avec cette règle ignorent les sauvegardes de Fortitude et doivent relancer les jets pour blesser ratés contre les figurines avec Inflammable .
Flammenattacken
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Ataques Flamígeros
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Attacchi Infuocati
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attaque magique
Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme Ægide (X, contre Attaque magique) .
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attaque de broyage
Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine. Sommaire Séquence pré-partie Conditions de victoire 130 Terrains et décors Règles de figurines Index Si une figurine dispose d’Attaque de broyage et de Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
Zermahlen
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Ataques Pulverizadores
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attacchi Stritolanti
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Stomp Attacks
Attaque de piétinement
Au Palier d’initiative 0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine. Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Attached
Rattaché
Attached
Attached
Dependiente
Scorta
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant. Si une figurine dispose à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Commanding Presence
Présence impérieuse
Tous les Généraux gagnent la Règle universelle Présence impérieuse. Les figurines de toutes les unités, même celles en fuite, à 12″ ou moins d’une figurine alliée non en fuite avec Présence impérieuse peuvent emprunter la valeur de la Discipline de cette figurine (cette capacité suit les règles habituelles de Valeurs passant à un nombre spécifique et valeurs empruntées ), ce qui signifie que les effets qui modifient la valeur de la Discipline de la figurine avec Présence impérieuse sont appliqués avant qu’elle ne soit empruntée ; cette valeur de Discipline empruntée peut ensuite être modifiée).
Befehlsgewalt
Commanding Presence
Presencia de Mando
Aura di Comando
Back to the Burrows
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit: • Except this model, consists entirely of Height 1 models. • is neither Engaged nor Shaken. • is touching a friendly Tunnel Marker. Effect: 1. Remove the model’s unit from the Battlefield. 2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
Retour au terrier
Une fois par partie, à la fin de la Phase de mouvement de son propriétaire, l'unité de la figurine peut être retirée du champ de bataille et placée en Réserve souterraine. Juste avant de retirer l'unité, elle perd [b]Capture[/b] jusqu'à ce qu'elle revienne sur le champ de bataille. Cet effet ne peut être utilisé que si l'unité possède 50 Points de vie ou moins et qu'elle n'est pas engagée au combat, ni [b]Ébranlée[/b].
Zurück zum Bau
Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Bevor die Einheit entfernt wird verliert sie Punktend, bis sie zum Schlachtfeld zurückkehrt. Dies kann nur durchgeführt werden, wenn die Einheit des Modells nicht im Nahkampf gebunden oder erschüttert ist und 50 oder weniger Lebenspunkte hat.
Back to the Burrows
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit: • Except this model, consists entirely of Height 1 models. • is neither Engaged nor Shaken. • is touching a friendly Tunnel Marker. Effect: 1. Remove the model’s unit from the Battlefield. 2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
De Vuelta a la Cueva
Una vez por partida, al final de la Fase de Movimiento del propietario, la unidad de la miniatura puede ser retirada del Campo de Batalla y entrar en Reserva Subterránea. Antes de retirar la unidad, pierde Unidad que Puntúa hasta que regrese al Campo de Batalla. Esto solo puede realizarse si la unidad de la miniatura no está Trabada ni Aturdida y tiene 50 o menos Puntos de Vida.
Back to the Burrows
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit: • Except this model, consists entirely of Height 1 models. • is neither Engaged nor Shaken. • is touching a friendly Tunnel Marker. Effect: 1. Remove the model’s unit from the Battlefield. 2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
Beast
Beast
Beast
Beast
Beast
Beast
Insignificant
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.
Bedeutungslos
Insignificant
Insignificante
Insignificante
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
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.
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.
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.
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.
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.
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.
Bloodfur Praetorians
The model gains [b]Bodyguard (Vermin Senator that is the General)[/b] and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
Pratoriens sanguiniens
La figurine gagne [b]Garde du corps (Sénateur vermineux s'il est le Général)[/b], une Arme lourde et perd sa Hallebarde. La figurine ne compte pas dans la limitation de 120 Vétérans vermineux maximum.
Blutfell Prätorianer
Das Modell erhält [b]Bodyguard (Schwarmsenator der General ist)[/b] und Zweihandwaffe und verliert Hellebarde.
Bloodfur Praetorians
The model gains [b]Bodyguard (Vermin Senator that is the General)[/b] and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
Pretorianos Pieldesangre
La miniatura obtiene [b]Guardaespaldas (Senador Alimaña que sea el General)[/b] y Arma a Dos Manos, y pierde Alabarda. La miniatura no cuenta para el límite máximo de 120 Veteranos Pieldesangre.
Bloodfur Praetorians
The model gains [b]Bodyguard (Vermin Senator that is the General)[/b] and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Garde du corps
Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 en Armure Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Caelysian Pantheon
Caelysian Pantheon
Caelysian Pantheon
Caelysian Pantheon
Caelysian Pantheon
Caelysian Pantheon
Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Impitoyable
Les pertes de Points de vie de la figurine causées par des figurines alliées sont ignorées pour la Panique (y compris dans le cas d'unités détruites par des attaques alliées). La figurine peut utiliser des Attaques de tir contre les unités ennemies engagées en combat, avec les règles suivantes : • Les unités alliées engagées dans ce combat sont ignorées en ce qui concerne les Couverts, mais pas pour les Lignes de vue. • Lancez normalement pour toucher la cible. Immédiatement après avoir déterminé le nombre de touches, lancez 1D6 pour chacune d'elles. Sur 4+, la touche est répartie sur une unité alliée engagée dans ce combat (déterminez aléatoirement s'il y a plusieurs unités alliées engagées dans ce combat). Sinon, la cible initiale est touchée normalement.
Kaltschnäuzig
Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff [b]muss[/b] dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Inhumano
Las pérdidas de Puntos de Vida de la miniatura causadas por miniaturas amigas son ignoradas a efectos de Pánico (incluyendo unidades destruidas debido a ataques de miniaturas amigas). La miniatura puede usar Ataques de Disparo contra unidades enemigas Trabadas en Combate, con las siguientes reglas y restricciones: Las unidades amigas Trabadas en el Combate se ignoran a la hora de determinar Cobertura (pero no para trazar Línea de Visión). Tira para impactar de la manera habitual contra el objetivo. Inmediatamente después de determinar el número de impactos, tira 1D6 por cada impacto. Con un resultado de 4+, el impacto se distribuye de manera aleatoria a una unidad amiga Trabada con el objetivo del disparo. En cualquier otro caso, procede de la manera habitual.
Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalisation
Au cours de l’étape 3 de la Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
Kanalisieren
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizar
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizzare
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Chair à canon
Les attaques de tir gagnent +1 pour toucher contre les unités ennemies en contact avec au moins une figurine ayant Chair à canon.
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Carne de Cañón
Los Ataques de Disparo contra unidades enemigas en contacto con peana con una o más unidades con Carne de Cañón obtienen +1 para impactar.
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Charge dévastatrice
Corps à corps Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses. Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo, Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge. N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement et Touches d’impact . Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carga Devastadora
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carica Devastante
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Hidden
Dissimulé
Hidden
Hidden
Oculto
Celato
Cohort Coordination
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains [b]Fight in Extra Rank[/b]. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Cohorte coordonnée
La figurine gagne [b]Combat sur un rang supplémentaire[/b] tant que son unité est [b]Indomptable[/b] et n'est pas [b]Désorganisée[/b]. Vérifiez les conditions au début du Palier d'initiative durant lequel l'élément de figurine attaque.
Kohortenkoordination
Das Modell erhält zwei Instanzen von [b]Fight in Extra Rank[/b] während seine Einheit standhaft ist und nicht von Kampfordnung gestört betroffen ist. Prüfe zu Beginn jedes Initiativeschritts, ob die Bedingungen erfüllt sind und wende dann die Effekte an.
Cohort Coordination
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains [b]Fight in Extra Rank[/b]. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Coordinación del Séquito
Mientras la unidad de la miniatura sea Impasible y no esté Apabullada, la miniatura obtiene [b]Luchar con Filas Adicionales[/b]. Comprueba si estas condiciones se cumplen y aplica estos efectos al inicio de cada Paso de Iniciativa.
Cohort Coordination
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains [b]Fight in Extra Rank[/b]. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Fight in Extra Rank
Combat sur un rang supplémentaire
Corps à corps Un élément de figurine avec cette règle (ou utilisant une arme avec cette règle) peut porter des Attaques de soutien depuis un rang supplémentaire. Cela permet donc généralement aux figurines situées au troisième rang de pouvoir porter des Attaques de soutien. Cette règle est cumulative, permettant à un nouveau rang supplémentaire d’attaquer pour chaque instance de la règle.
Kämpft aus zusätzlichem Glied
Fight in Extra Rank
Luchar con Filas Adicionales
Combattere su Rango Extra
Construct
Construct
Construct
Construct
Construct
Construct
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur .
Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Course rapide
Une unité entièrement composée de figurines avec cette règle est soumise à la règle Jet maximisé pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre 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.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cult of Errahman
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
Culte d'Errahman
Pour toute Attaque de corps à corps ennemie allouée à une figurine avec [b]Culte d'Errahman[/b] qui obtient un '1' naturel pour toucher, l'élément de figurine inflige une touche avec [b]Attaque toxique[/b] contre l'unité de la figurine ayant porté cette attaque. Résolvez ces touches avant de retirer les éventuelles pertes. Une unité contenant des figurines ordinaires avec [b]Culte d'Errahman[/b] ne peut être rejointe que par des Personnages avec la même règle.
Kult von Errahman
Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
Cult of Errahman
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
Culto de Errahmán
Cada vez que en un Ataque Cuerpo a Cuerpo enemigo, asignado contra una miniatura con Culto de Errahmán, se obtenga un resultado natural de '1' para impactar, la parte de miniatura inflige 1 impacto con Ataques Tóxicos contra la unidad de la miniatura atacante durante el mismo Paso de Iniciativa, antes de retirar ninguna baja. A las miniaturas de Tropa con Culto de Errahmán no se les pueden unir miniaturas sin Culto de Errahmán.
Cult of Errahman
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Underground Arrival
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may: 1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield. 2. Remove the model from the Battlefield. 3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
Déplacement souterrain
La figurine ajoute un marqueur Tunnelquot; à l'armée. De plus, la figurine peut commencer la partie en Réserve souterraine. Une fois par partie, à la fin de la Phase de mouvement de son propriétaire, l'unité de la figurine peut être retirée du champ de bataille et placée en Réserve souterraine. Cet effet ne peut être utilisé que si la figurine n'est pas engagée au combat ni [b]Ébranlée[/b].
Sie kommen aus dem Untergrund
Das Modell fügt der Armee einen einzelnen Tunnel Marker hinzu. Zusätzlich darf das Modell das Spiel in Tunnelreserve beginnen. Einmal pro Spiel am Ende der Bewegungsphase des Besitzers, darf die Einheit des Modells vom Schlachtfeld entfernt werden und in Tunnelreserve platziert werden. Dies kann nicht geschehen, wenn das Modell im Nahkampf gebunden oder erschüttert ist.
Underground Arrival
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may: 1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield. 2. Remove the model from the Battlefield. 3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
Llegada Subterránea
La miniatura añade un Marcador de Túnel al ejército. Además, la miniatura puede elegir comenzar la partida en Reserva Subterránea. Una vez por partida, al final de la Fase de Movimiento del propietario, la unidad de la miniatura puede ser retirada del Campo de Batalla y entrar en Reserva Subterránea. Esto solo puede realizarse si la unidad de la miniatura no está Trabada ni Aturdida.
Underground Arrival
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may: 1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield. 2. Remove the model from the Battlefield. 3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat .
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Disciplined
Disciplined
Disciplined
Disciplined
Disciplined
Disciplined
Diseased
Diseased
Diseased
Diseased
Diseased
Diseased
Dying Blow
Dying Blow
Dying Blow
Dying Blow
Dying Blow
Dying Blow
Emplacement
Emplacement
Emplacement
Emplacement
Emplacement
Emplacement
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terreur
Une unité dont plus de la moitié des figurines a cette règle est immunisée aux effets de la Terreur. Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit immédiatement faire un Test de panique , avant de déclarer sa Réaction à la charge. Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
Entsetzen
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Exclusive
Exclusif
Exclusive
Exclusive
Exclusivo
Esclusivo
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
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.
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Haine
Corps à corps Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Holy Triumvirate
If there are at least 3 models with [b]Holy Triumvirate[/b] on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • [b]Wizard Apprentices[/b]: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • [b]Wizard Adepts[/b]: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Triumvi-rat sacré
S'il y a au moins 3 figurines avec cette règle sur votre Liste d'armée et soit ayant toutes [b]Panthéon célyséen[/b], soit ayant toutes [b]Culte d'Errahman[/b], ces figurines peuvent sélectionner leurs sorts comme décrit ci-dessous : • Les Apprentis magiciens peuvent choisir entre les Sorts appris n°1, 2, 3 et 4 de leur Voie choisie et le Sort héréditaire de l'armée. • Les Adeptes magiciens peuvent choisir entre les Sorts appris n°1, 2, 3, 4, 5 et 6 de leur Voie choisie et le Sort héréditaire de l'armée.
Heiliges Triumvirat
Wenn mindestens 3 Modelle mit Heiliges Triumvirat auf deiner Armeeliste sind und sie entweder alle Caelysischer Pantheon oder alle Kult von Errahman haben, dürfen diese Modelle ihre Zauber wie folgt wählen: • Zaubernovizen wählen aus den Erlernten Zauber 1, 2, 3 und 4 ihres gewählten Pfades und dem Ererbten Zauber. • Zauberadepten wählen aus den Erlernten Zauber 1, 2, 3, 4, 5 und 6 ihres gewählten Pfades und dem Ererbten Zauber.
Holy Triumvirate
If there are at least 3 models with [b]Holy Triumvirate[/b] on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • [b]Wizard Apprentices[/b]: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • [b]Wizard Adepts[/b]: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Triunvirato Sagrado
Si hay al menos 3 miniaturas con Triunvirato Sagrado en tu Lista de Ejército y todas ellas tienen o Panteón Caelisio o todas ellas tienen Culto de Errahmán, estas miniaturas pueden elegir hechizos de la siguiente manera: Los Aprendices Hechicero eligen de entre los Hechizos Aprendidos 1, 2, 3, y 4 de su Senda de la Magia elegida y el Hechizo Hereditario. Los Hechiceros Adeptos eligen de entre los los Hechizos Aprendidos 1, 2, 3, 4, 5, y 6 de su Senda de la Magia elegida y el Hechizo Hereditario.
Holy Triumvirate
If there are at least 3 models with [b]Holy Triumvirate[/b] on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • [b]Wizard Apprentices[/b]: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • [b]Wizard Adepts[/b]: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Tirailleur
Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs). Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines, l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd). Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte : contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Unstable
Instable
Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de Test de moral lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat. Les Points de vie perdus sont alloués dans cet ordre : 1. Figurines ordinaires à l’exception des Champions. 2. Champion. 3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
Instabil
Unstable
Inestable
Instabile
Not a Hero
Pas un meneur
La figurine ne peut pas devenir le Général de l’armée.
Kein Anführer
The model cannot be the General.
Not a Hero
No un Líder
The model cannot be the General.
Non un Capo
The model cannot be the General.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plateforme de guerre
À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle Personnage , avec les exceptions suivantes : • Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées). • Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité). • Elle ne peut ni provoquer ni relever de Duel , ni utiliser la règle Faites place . • Elle peut faire appel à la règle Mêlée tourbillonnante . • Elle ne compte pas en tant que Personnage en ce qui concerne les règles Blessures multiples et Garde du corps (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps). La figurine peut rejoindre des unités même si elle a la règle Présence imposante , et avoir la règle Char ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la Plateforme de guerre peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
Kriegsplattform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Piattaforma di Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Life is Cheap
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
La vie ne vaut rien
Lors du calcul du Résultat du combat, les Points de vie perdus par les figurines avec cette règle ne comptent qu'à moitié (arrondis à l'entier supérieur). Le bonus au Résultat de combat de Carnagequot; n'est pas concerné par cette règle.
Leben ist wertlos
Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
Life is Cheap
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
La Vida no Vale Nada
A la hora de calcular el Resultado del Combate, divide a la mitad la pérdida de Puntos de Vida de miniaturas con La Vida no Vale Nada, redondeando fracciones hacia arriba. Esto no incluye bonificadores al Resultado del Combate debido a Acobardamiento.
Life is Cheap
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
Legionary
Legionary
Legionary
Legionary
Legionary
Legionary
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements simples et Marches forcées : • L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur. • L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table. • L’unité ne peut effectuer aucune Roue. De plus, • Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée . • Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet . • Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Weapon Master
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.
Waffenmeister
Weapon Master
Maestro de Armas
Maestro d'Armi
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Metal Armour
Metal Armour
Metal Armour
Metal Armour
Metal Armour
Metal Armour
Supernal
Surnaturel
Toutes les attaques effectuées par cette figurine sont des Attaques magiques , y compris ses Attaques spéciales et Attaques écrasantes . De plus, la figurine gagne Instable , avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un Test de moral (les unités avec Tenace ou Indomptable ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) : • Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable. • Si le Test de moral est raté, suivez les règles habituelles d’Instable.
Metaphysisch
Supernal
Superno
Sovrannaturale
Unstable Engines
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.
Moteur instable
Les unités composées uniquement de figurines avec cette règle peuvent : • gagner +1D6" à leurs jets de Portée de charge lors de la Phase de charge. Ce modificateur est aussi ajouté à la distance de Mouvement de charge ratée; • immédiatement avant d'effectuer une Marche forcée, gagner +1D6" en valeur de Marche forcée. Ces effets durent jusqu'à la fin de la phase en cours. Immédiatement avant que la figurine soit retirée comme perte, la figurine inflige 1D6 touches de Force 4, Pénétration d'armure 0 avec [b]Attaque enflammée[/b] à toutes les autres unités à 6" ou moins de l'unité de la figurine. Lancez une seule fois le dé pour déterminer le nombre de touches et appliquez le résultat à toutes les unités affectées. Ceci est considéré comme une Attaque spéciale.
Unstabile Motoren
Einheiten, die vollständig aus Modellen mit unstabile Motoren bestehen: • Erhalten +D6" auf ihre Angriffswürfe in der Angriffsphase. Und addieren diesen W6 auch auf Reichweite für verpatzte Angriffe. • Erhalten +D6" Marschrate sofort nachdem sie sich entschieden haben, eine Marschbewegung durchzuführen. Die Effekte dauern bis zum Ende der Phase. Sofort nachdem ein Modell als Verlust von der Einheit entfernt wurde, verursacht das Modell D6 Treffer mit Stärke 4, Rüstungsdurchschlag 0 und Flammenattacken gegen alle Einheiten (einschließlich der Einheit des Modells) innheralb von 6" zum Modell. Würfele einmal für jede Einheit für die Anzahl von Treffern. Diese Treffer gelten als Spezialattacken.
Unstable Engines
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.
Motores Inestables
Las unidades consistentes íntegramente de miniaturas con Motores Inestables: Obtienen +1D6" a sus tiradas de Alcance de Carga durante la Fase de Carga. Añade también este 1D6 a su distancia de Carga Fallida. Inmediatamente después de elegir realizar un Movimiento de Marcha, obtienen +1D6" Ritmo de Marcha. Los efectos duran hasta el final de la fase. Inmediatamente antes de que una miniatura de la unidad sea retirada como baja, la miniatura inflige 1D6 impactos con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros contra todas las demás unidades (sin incluir la unidad de la miniatura) en un radio de 6" de la unidad de la miniatura. Tira una única vez para determinar el número de impac- tos infligidos a cada unidad. Estos impactos se consideran Ataques Especiales.
Unstable Engines
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.
Mount
Mount
Mount
Mount
Mount
Mount
Mutant
Mutant
Mutant
Mutant
Mutant
Mutant
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistolet
Portée 12", Tir 1, Fo 4, PA 2, Tir rapide.
Pistole
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Rage
Rage
Rage
Rage
Rage
Rage
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unruly
Unruly
Unruly
Unruly
Unruly
Unruly
Vermin
Vermin
Vermin
Vermin
Vermin
Vermin
Weakness
Weakness
Weakness
Weakness
Weakness
Weakness
Zeal
Zeal
Zeal
Zeal
Zeal
Zeal

Magic Items usable by the army

EN FR DE PL ES IT
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.
Rodentium Bullets
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Balles en rodentium
La Portée de l'arme [b]passe[/b] à 18". L'arme gagne +2 Tirs, +1 en Pénétration d'armure et [b]Tir précis[/b].
Käsiumkugeln
Die Waffe erhält +2 Schüsse und Angriffe mit ihr werden zu textbfDivine Attacks und [b]Magical Attacks[/b].
Rodentium Bullets
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Balas de Ratonio
El Alcance del arma se [b]establece[/b] en 18". El arma obtiene +2 Disparos , +1 PA y [b]Preciso[/b].
Rodentium Bullets
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
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″.
Plague-Hermit's Blessing
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Consécration pestilentielle
Le porteur gagne +1 Point de vie et [b]Fortitude (5+)[/b]. Les jets pour toucher réussis d'Attaque de corps à corps contre le porteur [b]doivent[/b] être relancés.
Segnung des Seucheneremiten
Der Träger erhält [b]Fortitude (5+)[/b]. Erfolgreiche Trefferwürfe mit Nahkampfwaffenattacken gegen den Träger [b]müssen[/b] wiederholt werden.
Plague-Hermit's Blessing
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Bendición del Ermitaño de Plaga
El portador obtiene +1 Punto de Vida y [b]Fortaleza (5+)[/b]. Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador [b]deben[/b] repetirse.
Plague-Hermit's Blessing
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
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.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Bure de l'apostat
If the bearer has Holy Triumvirate, its Path access is replaced with Occultism, Thaumaturgy, and witchcraft.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Hábito del Apóstata
If the bearer has Holy Triumvirate, its Path access is replaced with Occultism, Thaumaturgy, and witchcraft.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
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 Hubris
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Couronne d'arrogance
Au début de n'importe quelle Phase de magie alliée, , le porteur peut infliger 3 touches à son unité, qui blessent automatiquement sans sauvegarde d'aucune sorte possible. Dans ce cas, son propriétaire gagne 3 marqueurs Voilequot;.
Hybriskrone
Einmal pro freundlicher Magiephase, direkt vor einem Zauberversuch, kann der Träger oder ein anderer Zauberer in der Einheit des Trägers einen +2 Zaubermodifikator auf einen einzelnen Zauberversuch bekommen. Wenn der Zauberversuch fehlschlägt, erleidet jeder Zauberer in der Einheit des Trägers 1 Treffer mit [b]Blitzattacke[/b] und die Hybriskrone kann im folgenden Spielzug nicht verwendet werden.
Crown of Hubris
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Corona de la Arrogancia
Al inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
Crown of Hubris
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du roi-magicien
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.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Death Cheater
+1 Arm and Fortitude (4+).
Trompe-la-mort
Enchantement : Armure portée. Le porteur gagne +1 en Armure et Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
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).
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Inscriptions Mystérieuses
Enchantement : Arme de corps à corps. Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Secrets de la lame de Ruine
Lorsqu'il utilise cette arme, le porteur gagne +1 en valeur d'Attaque. Les attaques portées avec cette arme gagnent [b]Attaque divine[/b] et [b]Blessures multiples (1D6)[/b]. Leur Force [b]passe[/b] à 10 et leur Pénétration d'armure [b]passe[/b] à 3. À la fin de chaque Phase de mouvement alliée, si le porteur n'est pas engagé au combat, il subit une touche avec [b]Attaque toxique[/b]. De plus, le porteur ne peut prendre aucun autre Objet spécial.
Geheimnisse der Klinge des Untergangs
Der Träger erhält +1 Attack Value, solange er diese Waffe benutzt. Attacken mit dieser Waffe erhalten [b]Multiple Wounds (D6)[/b], werden zu [b]Divine Attacks[/b] und [b]Magical Attacks[/b], und ihre Stärke und Rüstungsdurchschlag werden auf 10 [b]gesetzt[/b]. Wenn eine natürliche '1' mit einem Trefferwurf mit dieser Waffe erzielt wird, erleidet der Träger 1 Treffer mit [b]Blitzattacke[/b].
Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Secretos de la Hoja de la Perdición
Mientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen [b]Heridas Múltiples (1D6)[/b], y son [b]Ataques Divinos[/b] y su Fuerza se establece [b]siempre[/b] en 10 y su Penetración de Armadura se establece [b]siempre[/b] en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con [b]Ataques Tóxicos[/b]. El portador no puede elegir ningún otro Objeto Especial
Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
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+.
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.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Tueuse de rois
Enchantement : Arme de corps à corps. Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur. Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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.
Tarina's Lyre
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Lyre de Tarina
Les [b]Attaques de piétinement[/b] des figurines ennemies à 8" ou moins du porteur subissent -2 pour blesser.
Tarinas Lyra
Niedertrampeln-Attacken die von gegnerischen Einheiten innnerhalb von 6" ausgeführt werden haben -2 Verwundungsmodifikator.
Tarina's Lyre
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Lira de Tarina
Los Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
Tarina's Lyre
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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.
Swarm Master
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Maître de la multitude
Lorsqu'il utilise cette arme, le porteur gagne [b]Attaque de broyage (X)[/b], X étant égal au nombre de Rangs complets de l'unité du porteur, maximum 10. Ces [b]Touches de broyage[/b] sont résolues avec Force 3, Pénétration d'armure 1 et [b]Attaque magique[/b].
Schwarmmeister
Während er diese Waffe benutzt, erhält der Träger [b]Grind Attacks (X)[/b]. X entspricht der Anzahl voller Glieder in der EInheit des Trägers. Diese Zermahlenattacken werden mit Stärke 3, Rüstungsdurchschlag 1 und [b]Magical Attacks[/b] durchgeführt.
Swarm Master
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Maestro del Enjambre
Mientras use esta arma, el portador obtiene [b]Ataques Pulverizadores (X)[/b], donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Swarm Master
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Obsidian Rock
Magic Resistance (2).
Roc d'obsidienne
Le porteur gagne Résistance à la magie (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion de rapidité
Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
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.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Talisman of Shielding
Aegis (5+).
Talisman de protection
Le porteur gagne Ægide (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismano di protezione
The bearer gains Aegis (5+).
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).
Talisman du Vide
Le porteur gagne Canalisation (1).
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).
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).
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).
Talismano del vuoto
The bearer gains Channel (1).
Touch of Greatness
+1 Str and +1 AP.
Touché par la grâce
Enchantement : Arme de corps à corps. Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique. Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
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).
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Magic Standards usable by the army

EN FR DE PL ES IT
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Sacred Aquila
The bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
Aquila sacré
Le porteur et les figurines ordinaires de son unité gagnent [b]Ardeur guerrière[/b]. De plus, pour chaque '1' naturel pour toucher obtenu par l'unité du porteur avec une Attaque de corps à corps, son unité subit une touche de Force 3 et Pénétration d'armure 0 au même Palier d'initiative . Ces touches sont considérées comme provenant d'Attaques spéciales.
Heiliger Aquila
Der Träger und R&F Modelle in der Einheit des Trägers erhalten [b]Battle Focus[/b]. Zusätzlich erleidet die Einheit des Trägers für jede natürliche '1' bei Trefferwürfen mit Nahkampfwaffenattacken der Einheit des Trägers, 1 Treffer mit der Stärke, Rüstungsdurchschlag und Angriffsattributen der Nahkampfwaffenattacke , bevor Verluste entfernt wurden. Dies gilt als Spezialattacke.
Sacred Aquila
The bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
Áquila Sagrada
El portador y las miniaturas de Tropa en la unidad del portador obtienen [b]Trance de Batalla[/b]. Además, por cada resultado natural para impactar de '1' con un Ataque Cuerpo a Cuerpo realizado por la unidad del portador, la unidad del portador sufre 1 impacto con Fuerza 3 y Penetración de Armadura 0 en el mismo Paso de Iniciativa. Esto se considera un Ataque Especial.
Sacred Aquila
The bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Bell of the Deep Roads
The bearer’s unit gains Ambush (within 1.5″ of a friendly Tunnel Marker).
Tocsin des chemins enfouis
L'unité du porteur peut commencer la partie en Réserve souterraine.
Glocke der Tiefenwege
Hinterhaltwürfe der Einheit des Träger dürfen wiederholt werden. Wenn die Einheit einen Hinterhaltwurf besteht, dürfen alle folgenden verpatzten Hinterhaltwürfe für Tunnel Reserve in diesem Spielerzug wiederholt werden. Jede Einheit, die ihren Hinterhaltwurf durch diesen Wiederholungswurf besteht, [b]muss[/b] das Schlachtfeld vom gleichen Tunnel Marker wie die Einheit des Trägers betreten. Wenn das nicht möglich ist kann die Einheit das Schlachtfeld in diesem Spielerzug nicht betreten. Würfle im nächsten befreundeten Spielerzug erneut.
Bell of the Deep Roads
The bearer’s unit gains Ambush (within 1.5″ of a friendly Tunnel Marker).
Campana de los Caminos Profundos
La unidad del portador puede iniciar la partida en Reserva Subterránea.
Bell of the Deep Roads
The bearer’s unit gains Ambush (within 1.5″ of a friendly Tunnel Marker).
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

EN FR DE PL ES IT
Ruinous Dictator
Dictateur de la Ruine
Verheerender Diktator
Ruinous Dictator
Tirano Ruinoso
Ruinous Dictator
Vermin Senator
Sénateur vermineux
Schwarmsenator
Vermin Senator
Senador Alimaña
Vermin Senator
Bloodfur Legate
Légat sanguinien
Blutfell Legat
Bloodfur Legate
Legado Pieldesangre
Bloodfur Legate
House Prefect
Expert de Grande Maison
Hauspräfekt
House Prefect
Prefecto
House Prefect
Swarm Priest
Prêtre de la multitude
Schwarmpriester
Swarm Priest
Sacerdote del Enjambre
Swarm Priest
Duskblade Assassin
Assassin crépusculaire
Dämmerklingenassassine
Duskblade Assassin
Asesino Hoja del Crepúsculo
Duskblade Assassin
Senatorial Litter
Litière sénatoriale
Senatorial Litter
Senatorial Litter
Litera Senatorial
Senatorial Litter
Praetorian Brute
Brute pratorienne
Prätorianischer Koloss
Praetorian Brute
Bruto Pretorial
Praetorian Brute
Triumphal Platform
Tribune triomphale
Triumphplattform
Triumphal Platform
Plataforma Triunfal
Triumphal Platform
Sacred Platform
Tribune sacrée
Heilige Plattform
Sacred Platform
Plataforma Sagrada
Sacred Platform
Vermin Slingers
Vermin Slingers
Vermin Slingers
Vermin Slingers
Vermin Slingers
Vermin Slingers
Vermin Legionaries
Légionnaires vermineux
Schwarmlegionäre
Vermin Legionaries
Legionarios Alimaña
Vermin Legionaries
Blackfur Veterans
Vétérans vermineux
Schwarzfellveteranen
Blackfur Veterans
Veteranos Pieldesangre
Blackfur Veterans
Bloodfur Praetorians
Bloodfur Praetorians
Bloodfur Praetorians
Bloodfur Praetorians
Bloodfur Praetorians
Bloodfur Praetorians
Vermin Slaves
Esclaves vermineux
Schwarmsklaven
Vermin Slaves
Esclavos Alimaña
Vermin Slaves
Plague Cultists
Disciples de la Peste
Seuchenjünger
Plague Cultists
Discípulos de Plaga
Plague Cultists
Giant Rats
Rats géants
Riesenratten
Giant Rats
Ratas Gigantes
Giant Rats
Plague Disciples
Disciples de la Peste
Seuchenjünger
Plague Disciples
Discípulos de Plaga
Plague Disciples
Rat Swarms
Rat Swarms
Rat Swarms
Rat Swarms
Rat Swarms
Rat Swarms
Giant Rats
Rats géants
Riesenratten
Giant Rats
Ratas Gigantes
Giant Rats
Fire Rats
Fire Rats
Fire Rats
Fire Rats
Fire Rats
Fire Rats
Vermin Brutes
Vermin Brutes
Vermin Brutes
Vermin Brutes
Vermin Brutes
Vermin Brutes
Gladiator Brutes
Gladiator Brutes
Gladiator Brutes
Gladiator Brutes
Gladiator Brutes
Gladiator Brutes
Legionary Drill Team
Équipe de forage
Bohrerteam der Legion
Legionary Drill Team
Equipo de Perforación Legionario
Legionary Drill Team
Shadowfur Stalkers
Rats-batteurs furtifs
Schattenfelljäger
Shadowfur Stalkers
Acechantes Pieldesombra
Shadowfur Stalkers
Doomspark Device
Machine à foudre
Verhängnisfunken-Maschine
Doomspark Device
Artefacto Chispa Mortal
Doomspark Device
Thunder Brutes
Thunder Brutes
Thunder Brutes
Thunder Brutes
Thunder Brutes
Thunder Brutes
Ignifier Grenadiers
Grenadiers Ignifier
Ignifer-Grenadiere
Ignifier Grenadiers
Granaderos Ingífer
Ignifier Grenadiers
Experimental Weapon Teams
Équipes d'armes expérimentales
Experimentelle Waffengruppe
Experimental Weapon Teams
Equipos de Armas Experimentales
Experimental Weapon Teams
Vermin Artillery
Artillerie vermineuse
Schwarmartillerie
Vermin Artillery
Artillería Alimaña
Vermin Artillery
Stygian Earthbreaker
Brise-terre de la Maison Stygia
Stygischer Erdbrecher
Stygian Earthbreaker
Quiebratierras Estigio
Stygian Earthbreaker
Dreadmill Chariots
Chars roquettes
Schreckensrad-Streitwagen
Dreadmill Chariots
Rodillos de Muerte
Dreadmill Chariots
Arena Beast
Bête de l'arène
Arenabestie
Arena Beast
Bestia de la Arena
Arena Beast
Verminous Giant
Verminous Giant
Verminous Giant
Verminous Giant
Verminous Giant
Verminous Giant