Correspondence of translations with another language
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Ambush
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Embuscade
Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles
unités utiliseront cette règle à l’étape 8 de la Séquence de pré-partie (juste après la Sélection des sorts), en commençant
par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes :
• Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu.
• Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir.
• Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite.
• Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle Capture pour le restant de la partie.
• Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée.
• Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
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Hinterhalt
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Ambush
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Emboscada
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Agguato
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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.
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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.
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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.
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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.
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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.
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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.
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Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
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Maître de la faune
La figurine gagne [b]Présence impérieuse[/b], mais seules les unités de Tigres à dents de sabre peuvent en bénéficier.
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Herr der Tiere
Das Modell erhält [b]Commanding Presence[/b], aber nur Säbelzahntiger-Einheiten können diese nutzen.
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Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
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Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
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Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
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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
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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.
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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
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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
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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
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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
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
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Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Light Armour
Armor +1
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Armure légère
+1 en Armure
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Leichte Rüstung
Armor +1
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Light Armour
Armor +1
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Armadura Ligera
Armor +1
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Armatura Leggera
armatura +1
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Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Armes de jet
Portée 8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
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Wurfwaffen
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Armas Arrojadizas
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Armi da Lancio
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paire d'armes
À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
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Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Stomp Attacks
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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.
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Rally Around The Flag
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Au boulot!
Le Contremaître ferrailleur est un Champion qui perd la règle [b]Premier parmi ses pairs[/b] et a les mêmes Règles de figurine que les autres figurines ordinaires de son unité. Il n'est pas forcé de choisir la même Arme de corps à corps que les autres figurines ordinaires de son unité au combat. De plus, il gagne [b]Ralliement au drapeau[/b], mais seuls les Ferrailleurs, Jette-ferraille et Braconniers ferrailleurs peuvent en bénéficier.
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Zurück an die Arbeit!
Der Schrottling-Aufseher ist ein Champion, außer dass er nicht von Erster unter Gleichen profitiert und die gleichen Modellregeln, wie andere R&F Modelle der Einheit hat. Er [b]muss[/b] nicht die gleiche Nahkampfwaffe wählen, wie andere R&F Modelle in seiner Einheit, und er erhält [b]Rally Around the Flag[/b], aber nur Schrottlinge, Schrottwerfer, und Schrottling- Fallensteller können dies nutzen.
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Rally Around The Flag
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Rally Around The Flag
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Rally Around The Flag
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
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Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
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Aura glaçante
La figurine peut lancer le sort Hurlement glaçant (Chamanisme) comme un Sort lié de Niveau de Puissance (4/8). Toutes les unités ennemies à 9" ou moins d'au moins un Mammouth de givre subissent -3 en Agilité. Le jet de dés pour déterminer la Distance de fuite d'une unité ennemie Démoralisée au combat alors qu'elle est en contact avec au moins un Mammouth de givre est sujet à la règle [b]Jet minimisé[/b].
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Frostaura
Das Modell kann Chilling Howl (Shamanism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Gegnerische Einheiten innerhalb von 9" um ein oder mehrere Eismammuts erleiden -3 Agilität. Wenn gegnerische Einheiten in Basekontakt mit einem oder mehreren Eismammuts im Nahkampf aufgerieben werden, unterliegt der Wurf für die Fluchtdistanz der Regel Minimierter Würfelwurf.
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Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
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Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
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Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
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Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Beast
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Beast
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Beast
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Beast
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Beast
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Beast
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Insignificant
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Insignifiant
Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de Test de panique que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
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Bedeutungslos
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Insignificant
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Insignificante
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Insignificante
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Hard Target
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Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
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Schwieriges Ziel
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Hard Target
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Objetivo Difícil
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Bersaglio Difficile
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It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
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C'est un piège!
Chaque unité de Braconniers ferrailleurs peut positionner des marqueurs Piègequot; : - Elle peut en positionner un juste avant le début de la bataille (au cours de l'étape 7 de la Phase de déploiement), dans un seul Décor (autre qu'un Terrain découvert) dans lequel l'unité est déployée ou avec lequel elle est entrée en contact au cours de son mouvement d'Avant-garde; - Elle peut en positionner un au cours de chaque Phase de mouvement, dans un unique Décor (autre qu'un Terrain découvert) avec lequel l'unité est entrée en contact à n'importe quel moment de cette phase après un Mouvement simple, une Marche forcée ou une Reformation. Si une unité ennemie traverse ou entre en contact au cours d'un Mouvement simple, une Marche forcée, une Reformation, un Pivot, un Mouvement de charge, de charge ratée, de poursuite ou de fuite avec un Décor sur lequel sont disposés un ou plusieurs marqueurs Piègequot;, enlevez tous les marqueurs Piègequot; de ce Décor : chaque figurine de l'unité concernée doit faire un Test de terrain dangereux (1) (ces tests ne sont pas considérés comme étant causés par le Décor). Remarque : tout Test de terrain dangereux qui serait normalement provoqué par ce Décor doit toujours être effectué.
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Geschickte Fallensteller
Jede Einheit Schrottling-Fallensteller darf einen Fallen-Marker platzieren: • Unmittelbar vor der Schlacht (während Schritt 7 des Ablaufs der Aufstellungsphase), auf einem einzelnen Geländestück außer offenem Gelände, in dem die Einheit aufgestellt wurde oder mit dem sie zu irgendeinem Zeitpunkt während ihrer Vorhutbewegung in Basekontakt war. • Einmal pro eigener Bewegungsphase, nach einer Vorrückbewegung, Marschbewegung oder Neuformierung, auf einem einzelnen Geländestück außer offenem Gelände, mit dem die Einheit zu irgendeinem Zeitpunkt während dieser Phase in Basekontakt war. Falls eine gegnerische Einheit eine Vorrückbewegung, Marschbewegung, Neuformierung, Drehung, Angriffsbewegung, misslungene Angriffsbewegung, Verfolgungsbewegung oder Fluchtbewegung durchführt und sich dabei in Basekontakt mit einem Geländestück mit einem oder mehreren Fallen-Markern befindet, entferne alle Fallen-Marker in dem betroffenen Geländestück. Jedes Modell der Einheit [b]muss[/b] einen Test für Gefährliches Gelände (1) ablegen. Diese Tests gelten, als wären sie nicht durch das Geländestück verursacht worden; alle Tests für Gefährliches Gelände, die das Geländestück sonst normalerweise verursachen würde, müssen trotzdem abgelegt werden.
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It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
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It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
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It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
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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.
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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.
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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.
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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.
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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.
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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.
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Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Coup fatal
Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de Fortitude .
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Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Colpo Letale
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Construct
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Construct
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Construct
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Construct
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Construct
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Construct
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur .
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Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Course rapide
Une unité entièrement composée de figurines avec cette règle est soumise à la règle Jet maximisé pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
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Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle Indomptable à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
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Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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Cuir de granite
Si la figurine subit une blessure assujettie à la règle [b]Blessures multiples (X)[/b], divisez X par deux (arrondi au supérieur).
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Gebirgspelz
Wenn ein Modell mit Gebirgspelz eine Verwundung durch eine Attacke mit Multiple Lebenspunktverluste (X) erleidet, reduziere X um die Hälfte (aufgerundet).
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Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat .
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Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Disciplined
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Disciplined
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Disciplined
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Disciplined
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Disciplined
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Disciplined
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Éclaireur
Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
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Kundschafter
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Exploradores
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Esploratore
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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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.
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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.
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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.
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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.
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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.
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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.
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Exclusive
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Exclusif
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Exclusive
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Exclusive
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Exclusivo
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Esclusivo
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Repli tactique
Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas Ébranlée . De plus, la Reformation qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
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Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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First Strike
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First Strike
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First Strike
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First Strike
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First Strike
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First Strike
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortitude
La Fortitude est une Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des Attaques enflammées ,
ni des attaques avec la règle Coup fatal pour lesquelles un ‘6’ a été obtenu pour blesser.
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Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Frénésie
Au début de la Phase de charge, chacune de vos unités incluant au moins une figurine ayant la règle Frénésie qui pourrait déclarer une charge (c’est-à-dire qu’elle n’est pas engagée au combat, ni en fuite et ne contient aucune figurine Ébranlée) et qui a une unité ennemie dans son arc avant se trouvant à une distance inférieure à sa valeur de Mouvement simple +7″ doit passer un Test de discipline , appelé « Test de frénésie ». Si ce test échoue, toute l’unité doit, si possible, déclarer une charge à ce Tour de ce joueur.
Au cas où l’unité aurait la possibilité d’utiliser différentes valeurs de Mouvement simple, la valeur utilisée pour le Test de frénésie et pour la Portée de charge est déterminée comme suit :
• Si une figurine a plus d’une valeur de Mouvement simple (par ex., du fait de la règle Vol ), elle doit utiliser la valeur qui lui donne le plus de chance de réussir une charge (exemple : une figurine avec une valeur de Mouvement simple de 2″ et Vol (8″, 16″) doit utiliser la valeur de Mouvement simple de la règle Vol, qui est de 8″).
• Si une unité contient des figurines avec différentes valeurs de Mouvement simple, l’unité doit utiliser la valeur la plus élevée que l’ensemble des figurines de l’unité peut utiliser, qui est en général la valeur de Mouvement simple la plus petite dans l’unité (exemple : un Personnage dans une unité combinée a une valeur de Mouvement simple de 4″, alors que cette valeur est de 6″ pour les figurines ordinaires de l’unité : l’unité combinée utilise la valeur de Mouvement simple de 4″).
Les Tests de frénésie et les Tests de refrènement de poursuite effectués par les unités dont au moins une figurine a la règle Frénésie sont sujets aux règles de Jet maximisé .
Remarque : lorsqu’une unité est forcée de déclarer une charge en raison d’un Test de frénésie raté, elle n’est pas forcée de déclarer cette charge sur l’unité ennemie qui a provoqué ce test.
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Raserei
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Frenesí
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Furia
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
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Toucher de givre
Les unités ennemies subissent -1 en Agilité pour chaque unité de Yétis en contact avec elles.
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Frosthauch
Gegnerische Einheiten erleiden -1 Agilität für jede Einheit Yetis in Basekontakt mit ihnen.
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Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
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Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
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Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
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Fury
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Fury
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Fury
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Fury
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Fury
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Fury
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Giant
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Giant
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Giant
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Giant
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Giant
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Giant
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Giant See, Giant Do
Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
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Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Haine
Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
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Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Hand Cannon
Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Tirailleur
Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
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Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indémoralisable
L’unité de la figurine réussit automatiquement ses Tests de moral . Une figurine avec Indémoralisable ne peut rejoindre ou être rejointe que par d’autres figurines avec Indémoralisable.
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Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et Marches forcées :
• L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
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Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Metal Armour
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Metal Armour
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Metal Armour
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Metal Armour
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Metal Armour
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Metal Armour
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Mount
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Mount
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Mount
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Mount
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Mount
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Mount
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Ogre
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Ogre
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Ogre
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Ogre
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Ogre
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Ogre
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Scrapling
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Scrapling
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Scrapling
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Scrapling
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Scrapling
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Scrapling
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Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
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Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Scratapult
Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Thunder Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Yeti
|
Yeti
|
Yeti
|
Yeti
|
Yeti
|
Yeti
|
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.
|
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
|
Arrache-cœur
Les attaques portées avec cette arme gagnent +1 en Pénétration d'armure, [b]Attaque magique[/b], [b]Coup fatal[/b] et ne peuvent [b]jamais[/b] toucher sur moins bien que 3+.
|
Herzstopper
Attacken mit dieser Waffe erhalten [b]Lethal Strike[/b], +1 Rüstungsdurchschlag, werden zu [b]Magischen Attacken[/b] und können [b]niemals[/b] schlechter als auf 3+ treffen.
|
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
|
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
|
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
|
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
|
Robustesse de karkadan
Le porteur gagne +1 en Résistance mais rate automatiquement tous ses jets de sauvegarde spéciale.
|
Karkadans Ausdauer
Der Träger erhält +1 Widerstandsfähigkeit, ihm misslingen aber automatisch alle besonderen Schutzwürfe.
|
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
|
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
|
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
|
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
|
Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) :
Type : Amélioration. Portée : 18″. Durée : Un tour.
La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
|
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
|
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
|
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
|
Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
|
Basalt Infusion
+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.
|
Shield Breaker
+6 AP.
|
Brise-bouclier
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
|
Shield Breaker
+6 AP.
|
Shield Breaker
+6 AP.
|
Shield Breaker
+6 AP.
|
Frantuma scudi
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
|
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
|
Cape en cuir de mammouth
Le porteur gagne +1 en Armure. Les attaques contre le porteur ne peuvent [b]jamais[/b] avoir une Force supérieure à 5.
|
Mammutpelzmantel
Der Träger erhält +1 Rüstung. Attacken gegen den Träger können [b]niemals[/b] eine Stärke von mehr als 5 haben.
|
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
|
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
|
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
|
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
|
Ceinturon du lutteur
Le porteur gagne +2 en Armure et +1 en Force.
|
Ringergürtel
Der Träger erhält +2 Rüstung und +1 Stärke.
|
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
|
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
|
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
|
Mimic Cloak
Stand Behind
|
Charme de chance
Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Héritage magique
Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Coeur de héros
Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
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).
|
Death Cheater
+1 Arm and Fortitude (4+).
|
Trompe-la-mort
Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Fortitude (4+).
|
Death Cheater
+1 Arm and Fortitude (4+).
|
Death Cheater
+1 Arm and Fortitude (4+).
|
Death Cheater
+1 Arm and Fortitude (4+).
|
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
|
Inscriptions Mystérieuses
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
|
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
|
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
|
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
|
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Elixir of Negation
Aegis (3+, against Magical Attacks).
|
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
|
Exsanguinateur rituel
Le porteur gagne +1 en valeur d'Attaque et +1 en Capacité offensive lorsqu'il utilise cette arme. Les attaques portées avec cette arme gagnent [b]Attaque magique[/b]. Pour toute blessure non sauvegardée infligée par cette arme, le propriétaire gagne un marqueur Voilequot;.
|
Ritueller Blutdolch
Der Träger erhält +1 Offensivfertigkeit und +1 Attackewert, während er diese Waffe benutzt. Mit ihr durchgeführte Attacken werden zu [b]Magischen Attacken[/b]. Für jede nicht verhinderte Verwundung mit dieser Waffe erhält der Besitzer eine Schleiermarke.
|
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
|
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
|
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
|
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+.
|
Khagadai's Legacy
Multiple Wounds (D3).
|
Héritage de Khagadaï
Les attaques portées avec cette arme gagnent [b]Attaque magique[/b] et [b]Blessures multiples (1D3)[/b].
|
Khagadais Erbe
Mit dieser Waffe durchgeführte Attacken erhalten [b]Multiple Wounds (W3)[/b] und werden zu [b]Magischen Attacken[/b].
|
Khagadai's Legacy
Multiple Wounds (D3).
|
Khagadai's Legacy
Multiple Wounds (D3).
|
Khagadai's Legacy
Multiple Wounds (D3).
|
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.
|
Lygur's Tongue
Afflict (−2 Off).
|
Langue de Lygur
Les unités ennemies en contact avec le porteur subissent -1 en valeur d'Attaque.
|
Lygurs Zunge
Gegnerische Einheiten in Basekontakt mit dem Träger erleiden -1 Attackewert.
|
Lygur's Tongue
Afflict (−2 Off).
|
Lygur's Tongue
Afflict (−2 Off).
|
Lygur's Tongue
Afflict (−2 Off).
|
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.
|
Viper's Curse
Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
|
Malédiction de la vipère
Cette arme a Tirs 4, Fo 4 et PA 2 (elle conserve sa Portée initiale); elle gagne [b]Attaque empoisonnée[/b] et [b]Attaque magique[/b] (dans le cas d'une Paire de pistolets ogres, ces deux Attributs d'attaque s'appliquent également aux Attaques de corps à corps portées avec elle). Une Arbalète ogre perd [b]Attaque de zone (1×5)[/b]. Les Attaques de tir réalisées avec cette arme touchent [b]toujours[/b] sur 4+.
|
Vipernfluch
Diese Waffe hat Schüsse 4, Str 4 und RD 2 (die Reichweite hängt davon ab, welche Waffe verzaubert wird). Diese Waffe erhält außerdem [b]Poison Attacks[/b] und [b]Magical Attacks[/b] (bei einem Ogerpistolenpaar betreffen beide Attack Attributes auch Nahkampfwaffenattacken, die damit durchgeführt werden). Eine verzauberte Ogerarmbrust verliert Area Attack (1×5). Mit dieser Waffe durchgeführte Schussattacken treffen [b]immer[/b] auf 4+.
|
Viper's Curse
Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
|
Viper's Curse
Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
|
Viper's Curse
Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
|
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.
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Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Potion of Healing
The bearer’s model Recovers 1 HP.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Talisman of Shielding
Aegis (5+).
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Talisman de protection
Le porteur gagne Ægide (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talismano di protezione
The bearer gains Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman du Vide
Le porteur gagne Canalisation (1).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talismano del vuoto
The bearer gains Channel (1).
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Touch of Greatness
+1 Str and +1 AP.
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Touché par la grâce
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
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Touch of Greatness
+1 Str and +1 AP.
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Touch of Greatness
+1 Str and +1 AP.
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Touch of Greatness
+1 Str and +1 AP.
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Tocco di grandigia
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Yeti Furs
Strider and Touch of Frost.
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Yeti Furs
Strider and Touch of Frost.
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Yeti Furs
Strider and Touch of Frost.
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Yeti Furs
Strider and Touch of Frost.
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Yeti Furs
Strider and Touch of Frost.
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Yeti Furs
Strider and Touch of Frost.
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EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
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Bannière des Gyengghets
Au cours de la première Manche de combat, les éléments de figurine de l'unité du porteur doivent relancer leurs jets naturels pour toucher, pour blesser et de sauvegarde d'armure ayant donné un résultat de '1' (cela inclut les Attaques spéciales).
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Banner der Gyengget
Alle Modellteile in der Einheit des Trägers [b]müssen[/b] natürliche Treffer-, Verwundungs- und Rüstungswürfe von '1' in der ersten Nahkampfrunde wiederholen (dies betrifft auch Spezialattacken).
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Crâne de Tchenghet
L'unité du porteur gagne [b]Peur[/b] et réussit automatiquement les Tests de panique provoqués par la [b]Terreur[/b].
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Schädel des Qenghet
Die Einheit des Trägers erhält [b]Fear[/b] und besteht automatisch durch Entsetzen verursachte Paniktests.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
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Oriflamme de la Grande Prairie Céleste
L'unité du porteur gagne [b]Course rapide[/b].
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Zeichen des Großen Grashimmels
Die Einheit des Trägers erhält [b]Swiftstride[/b].
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Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
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Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
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Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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