Dread Fleet

Dread Fleet

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.
Wizard Adept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Adepte magicien
- Connaît 2 sorts. - Peut choisir entre les Sorts appris n°1, 2, 3 et 4 de la Voie choisie et le Sort héréditaire de son armée. Le Magicien gagne la règle Canalisation (1) et sélectionne ses sorts comme décrit dans la partie Sélection des sorts.
Zauberadept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Wizard Adept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Hechicero Adepto
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Mago Adepto
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
Advancing Gloom
Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
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
Special Ambush
Embuscade spéciale
Special Ambush
Special Ambush
Emboscada Especial
Agguato Speciale
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.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Peur
Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline. Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont Ébranlées et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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
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
Heavy Armour
+2 Armor
Armure lourde
+2 en Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
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.
Artistry of Death
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Art du meurtre
L'attaque gagne +1 pour blesser. Les attaques ayant Art du meurtre perdent Efficacité meurtrière, le cas échéant.
Kunst des Tötens
Die Attacke erhält + 1 auf Verwundungswürfe.
Artistry of Death
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Artistry of Death
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Artistry of Death
The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attaque empoisonnée
Corps à corps, Tir Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’. Une Attaque de tir suivant la règle Tir désespéré ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec les règles Attaque de zone ou Ardeur guerrière par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attacchi Venefici
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
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
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″. Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur . Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde. Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Barbed Nets
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
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.
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Captain's Orders
At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir « Remporter l’objectif secondaire », page 96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion : La règle Capture peut être perdue au cours d’une partie : • Une unité perd la règle Capture tant qu’elle est en fuite. • Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie. • Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu’au début du prochain Tour de joueur. • Une figurine qui effectue un déplacement d’ Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu.
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Unidad que Puntúa
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Charge dévastatrice
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
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Prédateur côtier
La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
Küstenräuber
Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Coastal Predator
The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Conclave de magiciens
Le Champion d’une unité avec cette règle gagne +1 Point de vie, en plus de l’augmentation de valeur d’Attaque normalement associée aux Champions , et est un Adepte magicien . Il connaît jusqu’à deux sorts sélectionnés parmi les sorts prédéterminés, donnés dans le profil de l’unité. Cette règle fait exception à la règle de Sélection des sorts pour un Adepte magicien.
Zauberkonklave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Cónclave Mágico
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Conclave di Maghi
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
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.
Professional Courtesy
The model cannot join units that contain another model from the same unit entry.
Courtoisie professionnelle
Cette figurine ne peut pas rejoindre une unité qui contient une autre figurine de la même entrée d'unité.
Professionelle Höflichkeit
Das Modell kann sich keinen Einheiten anschließen, die bereits ein Modell des selben Einheiteneintrags enthalten.
Professional Courtesy
The model cannot join units that contain another model from the same unit entry.
Professional Courtesy
The model cannot join units that contain another model from the same unit entry.
Professional Courtesy
The model cannot join units that contain another model from the same unit entry.
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.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Éclaireur
Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes : • Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement. • N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie. • N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie. Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Exploradores
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Esploratore
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
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.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Vol
Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge , un Mouvement simple ou une Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que : • Elle doit respecter la Règle du pouce d’écart à la fin du mouvement. • Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit. • Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire). • Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non. • Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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
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.
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.
Irresistible Will
The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
Volonté irrésistible
Les Tentatives de lancement de sort avec au moins 4 Dés de magie du porteur suivent les règles suivantes : • Le total des modificateurs de lancement ne peut pas dépasser +1. • Les Tentatives de dissipation subissent un modificateur de dissipation de -2.
Unwiderstehlicher Wille
Der Zauberwert von Zaubern die von diesem Modell gezaubert werden ist um +1 erhöht. Bannwürfe gegen nicht-gebundene Zauber die von diesem Modell gewirkt werden erleiden einen -2 Modifikator.
Irresistible Will
The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
Irresistible Will
The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
Irresistible Will
The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
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.
Light Lance
Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent Charge dévastatrice (+1 Fo, +1 PA) . L’Infanterie ne peut pas utiliser de Lance légère.
Leichte Lanze
Light Lance
Lanza Ligera
Lancia Leggera
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Troupe légère
Une unité entièrement composée de figurines avec 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.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Réflexes foudroyants
Corps à corps Une Attaque de corps à corps avec cette règle gagne un bonus de +1 pour toucher. Si l’élément de figurine porte une Arme lourde, ignorez ce modificateur, mais l’élément de figurine attaque au Palier d’initiative correspondant à son Agilité normale au lieu d’attaquer au Palier d’initiative 0.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Riflessi fulminei
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mist Weaver
The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
Mistrusted
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Suspect
Si la figurine est le Général, les Tests de discipline utilisant sa règle de [b]Présence impérieuse[/b] subissent -1 en Discipline.
Mistrusted
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Mistrusted
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Mistrusted
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Mistrusted
If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
Mount
Mount
Mount
Mount
Mount
Mount
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Omen of the Dread Fleet
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une Plateforme de Guerre . La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″. Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir « Classification des figurines », page 98 ).
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Repeater Handbow
Shooting Weapon Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Sea Serpent’s Hide
Armour Equipment The wearer gains +1 Armour.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Siren's Song
Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Terrors of the Deep
The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
Toxic Scum
At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.

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.
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.
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.
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.
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Chest of Envoloping Fog
One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain [b]must[/b] fit within a circle with a diameter of 6".
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Héritage magique
Dominant. Magicien uniquement. Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts. Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts. De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du roi-magicien
Ne peut être prise par un Magicien. Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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).
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+.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Hurricane's Fury
Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
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.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Lacerating Touch
Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
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.
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.
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
Storm Cloak
The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
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).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Veil of Harag
The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
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).
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 Tides
The bearer's unit gains [b]Feigned Flight[/b].
Banner of Tides
The bearer's unit gains [b]Feigned Flight[/b].
Banner of Tides
The bearer's unit gains [b]Feigned Flight[/b].
Banner of Tides
The bearer's unit gains [b]Feigned Flight[/b].
Banner of Tides
The bearer's unit gains [b]Feigned Flight[/b].
Banner of Tides
The bearer's unit gains [b]Feigned Flight[/b].
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
Black Flag
The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
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
Dread Captain
Dread Captain
Dread Captain
Dread Captain
Dread Captain
Dread Captain
Renegade Assassin
Renegade Assassin
Renegade Assassin
Renegade Assassin
Renegade Assassin
Renegade Assassin
Warlock Freebooter
Warlock Freebooter
Warlock Freebooter
Warlock Freebooter
Warlock Freebooter
Warlock Freebooter
Seaboard Exarch
Seaboard Exarch
Seaboard Exarch
Seaboard Exarch
Seaboard Exarch
Seaboard Exarch
Fleet Pegasus
Fleet Pegasus
Fleet Pegasus
Fleet Pegasus
Fleet Pegasus
Fleet Pegasus
Ocean Terror
Ocean Terror
Ocean Terror
Ocean Terror
Ocean Terror
Ocean Terror
Colossal Kraken
Colossal Kraken
Colossal Kraken
Colossal Kraken
Colossal Kraken
Colossal Kraken
Corsairs
Corsairs
Corsairs
Corsairs
Corsairs
Corsairs
Sea Wolves
Sea Wolves
Sea Wolves
Sea Wolves
Sea Wolves
Sea Wolves
Dread Mariners
Dread Mariners
Dread Mariners
Dread Mariners
Dread Mariners
Dread Mariners
Thunder Riders
Thunder Riders
Thunder Riders
Thunder Riders
Thunder Riders
Thunder Riders
Salt Veterans
Salt Veterans
Salt Veterans
Salt Veterans
Salt Veterans
Salt Veterans
Tritons
Tritons
Tritons
Tritons
Tritons
Tritons
Kraken
Kraken
Kraken
Kraken
Kraken
Kraken
Avatar of Harag
Avatar of Harag
Avatar of Harag
Avatar of Harag
Avatar of Harag
Avatar of Harag
Sea-Fog Leviathan
Sea-Fog Leviathan
Sea-Fog Leviathan
Sea-Fog Leviathan
Sea-Fog Leviathan
Sea-Fog Leviathan