The Vanhu Kingdom

The Vanhu Kingdom

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à la figurine avec cette règle subissent une pénalité de -1 pour toucher. Cette pénalité ne peut pas être combinée avec un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Aegis
Ægide
Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. – Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. – Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
All-around charge
Universal Rule. At the Start of the player’s Charge Phase, the unit may Reform.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Peur
Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Animal Angel
The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Mago Apprendista
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Bow
Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
Bow
Bow
Arco
Bow
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Ardeur guerrière
Attaques & Armes, Mêlée Si une attaque avec cette règle touche avec un résultat non modifié de '6', l'attaque inflige deux touches au lieu d'une.
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Estasi della Battaglia
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir la règle « Parade ».
Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Assegai
Spears thrown exclusively when the unit charges, represented by Impact Hits (1). Additionally, the charged unit suffers from -1 Agi during the first round of combat.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Attaque divine
Attaques & Armes, Mêlée Les Sauvegardes d'Ægide réussies contre des attaques avec cette règle doivent être relancées.
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attaque empoisonnée
Attaques & Armes, Mêlée, Tir : Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de '6'. Une Attaque de tir suivant la règle Tir désespéré blesse automatiquement si le premier jet pour toucher a donné un résultat naturel de '6'. Notez que le second jet pour toucher doit toujours réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec la règle Attaque de zone, Attaque pénétrante ou Ardeur guerrière par exemple), seule une touche au choix de l'attaquant blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attacchi Venefici
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attaque magique
Attaques & Armes, Mêlée, Tir Les attaques avec cette règle n'ont habituellement pas d'effet particulier, mais il existe des interactions avec d'autres règles comme D'outre-monde. Un élément de figurine avec cette règle l'applique aussi à toutes ses Attaques spéciales, comme le Piétinement, les Touches d'impact ou l'Attaque de souffle.
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Stomp Attacks
Attaque de piétinement
Au palier d'initiative 0, un élément de figurine avec Attaques de piétinement doit choisir une figurine ennemie de Taille standard en contact socle à socle 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 distribuées que sur des figurines de Taille standard (ignorez les figurines d'une taille différente lors de la distribution des touches). Elles sont résolus avec la Force et la Pénétration d'armure de l'élément de figurine. Pour une figurine combinée, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Lorsque plusieurs figurines de la même unité ont cette Attaque spéciale et que X est un nombre aléatoire (par exemple Attaques de piétinement (1D6)), lancez le nombre de touches séparément.
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avant-garde
Après le Déploiement (y-compris des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″. Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc. La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité. Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement. Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur. Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. Si les deux joueurs désirent faire des déplacements d'Avant-garde, ils alternent les déplacements, une unité après l'autre, en commençant par le joueur qui a fini de se déployer en dernier. Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Beasts’ Herald
Universal Rule. Rally Around the Flag which applies only to units belonging to the Beast Type.
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher. Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Blessures multiples
Attaques & Armes, Mêlée Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans « Blessures multiples (1D3) », lancez un dé pour chaque blessure concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la Caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille. Par exemple, si une attaque avec Blessures Multiples (1D6) blesse un Troll (PV 3), et qu'un '5' est Sommaire 97 Règles spéciales obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si l'unité de Troll avait déjà perdu un ou deux Points de vie précédemment dans la bataille. Si Ailes Mutilées est précisé après la valeur X, toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle Vol est multipliée par X+1 plutôt que X.
Multiple Lebenspunktverluste
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Heridas Múltiples (X)
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Ferite Multiple
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Lightning Reflexes
Réflexes foudroyants
Attaques & Armes, Mêlée L'attaque gagne un bonus de +1 pour toucher si c'est une attaque de corps à corps. Si l'élément de figurine porte une Arme lourde, ignorez ce modificateur mais l'élément de figurine attaque à son palier d'initiative normal à la place d'attaquer au palier d'initiative 0.
Blitzartige Reflexe
Lightning Reflexes
Reflejos Relámpago
Riflessi Fulminei
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Garde du corps
Un Personnage qui rejoint une unité qui contient au moins une figurine avec cette règle gagne la règle Tenace. Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 Armure
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Buried Head
Universal Rule. During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires. Toute armée se doit d'avoir quelques Unités de capture pour pouvoir disputer les Objectifs secondaires, c'est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d'armée par la présence d'un icône représentant un fanion : La règle Capture peut être perdue au cours d'une partie : ● Une unité perd la règle Capture tant qu'elle est en fuite. ● Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie. ● Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu'à la fin du Tour de joueur.
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Unidad que Puntúa
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Charge dévastatrice
Attaques & Armes, Mêlée Si un élément de figurine ayant cette règle charge (ou s'il utilise une arme avec cette règle), alors il gagne la Règle de figurine et les modificateurs de Caractéristique précisés entre parenthèses. Par exemple, une figurine en charge avec Charge dévastatrice (+1 Force, Attaques empoisonnées) gagne +1 en Force et des Attaques empoisonnées lors de sa charge. Cette règle est cumulative : une figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d'attaques et tous leurs modificateurs lorsqu'il charge.
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carga Devastadora
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carica Devastante
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Catch me not
Universal Rule. The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Coup fatal
Attaques & Armes, Mélée : Si une attaque avec cette règle blesse avec un jet pour blesser naturel à 6+, alors sa Pénétration d'armure est fixée à 10 et ignore les Sauvegardes de régénération.
Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Colpo Letale
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Companions
Universal Rule. May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated. Giant Bow: Shooting Weapon. Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique. De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur.
Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Course rapide
Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite. En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre son Bonus de rangs ou la règle Indomptable à cause des Décors. Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la figurine n'est considérée comme possédant cette règle que lorsqu'elle interagit avec ce ou ces types de Décors.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Dash
Universal Rule. Roll an additional D6 on a charge and drop the lowest dice.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Éclaireur
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Éclaireur doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement. Déployez l'armée normalement sauf les unités désignées. Ces dernières sont déployées une fois que toutes les autres, dans les deux camps, ont été déployées. Elles peuvent êtres placées dans votre zone de déploiement en suivant les règles normales, ou n'importe où ailleurs à condition qu'elles soient au moins à 18″ de toute unité ennemie. Cette limite est réduite à 12″ si l'unité avec la règle Éclaireur est entièrement déployée dans un Bâtiment, une Forêt, des Ruines, un Champ ou des Eaux. Une unité avec la règle Éclaireur déployée hors de la zone de déploiement de son propriétaire ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. Si les deux joueurs désirent utiliser la règle Éclaireur, ils alternent les déploiements, une unité chacun, en commençant par le joueur qui a fini de se déployer en premier.
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Exploradores
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Esploratore
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Elder Rule
Universal Rule. May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terreur
La figurine gagne la règle Peur et est immunisée aux effets de la « Terreur ». Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit faire un Test de panique . Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
Entsetzen
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Father’s Pride
Universal rule. Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frénésie
Une unité avec au moins la moitié de ses figurines avec Frénésie ne peut pas choisir de Fuir comme Réaction à charge. Lors de Tests de discipline, appliquer ce qui suit : ● Pour un Test de panique, de décimation ou de peur : l'unité gagne +2 en Discipline. ● Pour un Test de moral, effectuez le test normalement. ● Pour tout autre Test de discipline, l'unité souffre d'un malus de -2 en Discipline. Au début de la Phase de charge, chacune de vos unités avec au moins une figurine ayant Frénésie qui pourrait déclarer une charge contre une unité ennemie à une distance de Pas ordinaire +7 " (en utilisant la plus basse valeur de Pas ordinaire parmi les figurines de l'unité) doit passer un Test de discipline, appelé Test de frénésie. Si Sommaire 82 Règles spéciales le test échoue, toute l'unité doit déclarer une charge à ce Tour de ce joueur. Notez que les Personnages ne sont jamais obligés de charger en dehors de leur unité.
Raserei
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenesí
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Furia
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Giant Leap
Universal Rule. Once in a game, the model may perform a Flying Movement up to a distance of 20”.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Haine
Attaques & Armes, Corps à corps Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Hidden in the Shades
Soft Cover counts as Hard Cover.
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Holy Presence
Universal Rule. All friendly units within 12” gain Regeneration (+1).
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Tirailleur
Une figurine avec la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang). Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur. Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité. On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle de l'unité. En dehors de cet écart entre les figurines, l'unité suit les règles normales et possède donc un Front, deux Flancs et un Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile. De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place. Une unité en formation tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu'un Personnage n'ait exactement la même taille de socle que toutes les figurines ordinaires de l'unité, il est considéré comme ayant un socle incompatible lorsqu'il est placé dans l'unité. L'unité cesse d'être en formation tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle si possible.
Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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.
Indémoralisable
La figurine gagne la règle Sans peur et réussit automatiquement ses tests de Moral. Un Personnage avec cette règle ne peut rejoindre qu'une unité ayant cette règle, et une unité avec la règle Indémoralisable ne peut être rejointe que par des Personnages ayant cette règle.
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.
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.
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.
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.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Troupe légère
Une unité entièrement composée de figurines avec cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée. Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée. Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart. Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement. Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec l'unité.
Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lightning Bird
Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Lion’s Roar
Universal Rule. This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.
Magic Resistance
Résistance à la magie
Un sort qui cible une unité ennemie avec au moins une figurine possédant la règle Résistance à la magie subit un modificateur -X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S'il existe différentes valeurs X pouvant être utilisées, utilisez la valeur la plus élevée.
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Natural Leader
Universal Rule. May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Painted Shield
Counts as a Shield in every respect. The wielder gains Distracting.
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Pounce
Universal Rule. When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus. Elle ne peut jamais être rejointe ou rejoindre une unité, à moins que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rebirth
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Rinascita
Universal Rule. Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Short Spear
Close Combat Weapon. Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit of the Ancestors
Universal Rule. The unit may not be joined by any Character except Were-men. The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Spirit Whisperers
Universal Rule. Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell). If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Still As Death
Universal Rule. Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Tallest of them all
Universal Rule. The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Therianthrope
Universal Rule. One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core. The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit. The following applies to units joined by a Were-man: - The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits. - The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Thick Skin
Personal Protection. Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Trumpeting
Universal Rule. If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.
Waterborne
Universal Rule. Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.

Magic Items usable by the army

EN FR DE PL ES IT
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alliage d'alchimiste
Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Appel du destin
Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Injection de basalte
Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bâton de dragon
Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bastone del drago
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Parchemin d'entrave
Usage unique. Peut être activé au début de la Phase de magie. Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs). Cette figurine ne peut lancer ce sort durant cette Phase de magie.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Pergamena vincolante
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Inscriptions bénies
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Iscrizioni benedette
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Grimoire de maîtrise cabalistique
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Bottes du forestier
Uniquement figurines d'Infanterie de taille Standard. Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (jusqu'à un maximum de respectivement 10 et 20).
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Boule de cristal
Usage unique. Peut être activée au début de votre Phase de magie. Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place. Remélangez la carte précédente dans votre paquet de cartes.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Sfera di cristallo
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Brise-bouclier
Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Frantuma scudi
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Charme de chance
Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Héritage magique
Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Lumière purifiante
Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Coeur de héros
Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise. Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du roi-magicien
Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son Armée.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Couronne d'autocratie
Le porteur gagne +1 en Discipline. Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10. Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Corona dell'autarchia
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Crépuscule forgé
Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Trompe-la-mort
Le porteur gagne +1 en Armure et la règle Régénération (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dextérité surnaturelle
Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gemme de feu dragon
Le porteur gagne la règle À l'épreuve du feu.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gemma draconica
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence de libre pensée
Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une. Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essenza di una mente libera
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence de mithril
Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Fang Necklace
Lone Hunters only. The bearer gains +1 Dis. Lone Hunters legends inspire those who hear them
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Feathers Helmet
Were-men only. All Beasts models within 6” may borrow the bearer’s Dis. Animals know who the alpha leader is.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Glyphe de saule
Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Tueuse de rois
Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur. Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Sterminatrice di re
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Manchons foudroyants
Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Vambraci del lampo
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Obsidian Rock
The bearer gains Magic Resistance (2).
Roc d'obsidienne
Le porteur gagne la règle Résistance à la magie (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion de force
Ne peut être prise par des figurines avec la règle Présence imposante. Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat. Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion de rapidité
Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Rhino Hide
All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up. The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre de pouvoir
Dominant. Usage unique. Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Scettro del potere
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Secrets of Mamlambo
The bearer is immune to the special effects of Poison Attacks. Small snakes reveal the secrets of great serpents.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Spear of Evisceration
The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks. Some rare spears display multiple, deadly blades.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Statue of the Night Predator
Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard. The panther’s footprints tell his tactics.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Tales of the Vile Poacher
Bound Spell (5/8) Savage Fury – Shamanism Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman de protection
Le porteur gagne Ægide (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talismano di protezione
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman du Vide
Le porteur gagne Canalisation (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talismano del vuoto
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touché par la grâce
Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques. Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d'arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Tocco di grandigia
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Tribal Masks
Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell. Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.
Weather Dance Headdress
Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat. - Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy. - Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6). - Moon Dance: Models with Channel get Channel (+1). - Rain Dance: All Shooting Weapons add +1 to their Aim. - Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit. Some elaborate dances seem to give literally control over the weather.

Magic Standards usable by the army

EN FR DE PL ES IT
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Pennant of the Gold Cattle Skull
The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests. Shepherds lead immense herds without ever losing any animal.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Animal Totem
Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit. Animals recognize totems showing their Animal Spirit.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icône éthérée
L'unité du porteur gagne la règle Résistance à la magie (1).
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icona d'etere
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Bannière de Discipline
L'unité du porteur peut relancer ses Tests de panique ratés. Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Insegna della disciplina
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Bannière de vitesse
Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Insegna della velocit
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Bannière de la compagnie infatigable
Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle. Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur. Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Insegna della compagnia implacabile
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Bannière ardente
Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur. L'unité du porteur gagne la règle Attaques enflammées. Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat. Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Stendardo infuocato
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Bannière de la légion
L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stendardo della legione
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Bannière du rôdeur
L'unité du porteur gagne la règle Guide.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stendardo dell'oppressore
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Bannière lacérante
Cet Enchantement peut être activé au début d'une Manche de combat. les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Units od the army

EN FR DE PL ES IT
War Chief
War Chief
War Chief
War Chief
War Chief
War Chief
Wise Man
Wise Man
Wise Man
Wise Man
Wise Man
Wise Man
Lone Hunter
Lone Hunter
Lone Hunter
Lone Hunter
Lone Hunter
Lone Hunter
Were-man
Were-man
Were-man
Were-man
Were-man
Were-man
Runner Warriors
Runner Warriors
Runner Warriors
Runner Warriors
Runner Warriors
Runner Warriors
Married Men
Married Men
Married Men
Married Men
Married Men
Married Men
Unmarried Men
Unmarried Men
Unmarried Men
Unmarried Men
Unmarried Men
Unmarried Men
Holy Maids
Holy Maids
Holy Maids
Holy Maids
Holy Maids
Holy Maids
Hunters
Hunters
Hunters
Hunters
Hunters
Hunters
Spirit Guards
Spirit Guards
Spirit Guards
Spirit Guards
Spirit Guards
Spirit Guards
Pride of Lions
Pride of Lions
Pride of Lions
Pride of Lions
Pride of Lions
Pride of Lions
Coalition of Cheetahs
Coalition of Cheetahs
Coalition of Cheetahs
Coalition of Cheetahs
Coalition of Cheetahs
Coalition of Cheetahs
Sounder of Warthogs
Sounder of Warthogs
Sounder of Warthogs
Sounder of Warthogs
Sounder of Warthogs
Sounder of Warthogs
Bloat of Hippopotamus
Bloat of Hippopotamus
Bloat of Hippopotamus
Bloat of Hippopotamus
Bloat of Hippopotamus
Bloat of Hippopotamus
Cete of Honey Badgers
Cete of Honey Badgers
Cete of Honey Badgers
Cete of Honey Badgers
Cete of Honey Badgers
Cete of Honey Badgers
Zeal of Zebras
Zeal of Zebras
Zeal of Zebras
Zeal of Zebras
Zeal of Zebras
Zeal of Zebras
Pod of Ostriches
Pod of Ostriches
Pod of Ostriches
Pod of Ostriches
Pod of Ostriches
Pod of Ostriches
Father Lion
Father Lion
Father Lion
Father Lion
Father Lion
Father Lion
Sabretooth Panther
Sabretooth Panther
Sabretooth Panther
Sabretooth Panther
Sabretooth Panther
Sabretooth Panther
Triple-Horned Rhino
Triple-Horned Rhino
Triple-Horned Rhino
Triple-Horned Rhino
Triple-Horned Rhino
Triple-Horned Rhino
Lone White Tusker
Lone White Tusker
Lone White Tusker
Lone White Tusker
Lone White Tusker
Lone White Tusker
Giant Snake
Giant Snake
Giant Snake
Giant Snake
Giant Snake
Giant Snake
Horned Giraffe
Horned Giraffe
Horned Giraffe
Horned Giraffe
Horned Giraffe
Horned Giraffe
Crowned Bennu Bird
Crowned Bennu Bird
Crowned Bennu Bird
Crowned Bennu Bird
Crowned Bennu Bird
Crowned Bennu Bird