Hetmanate of Ukray

Hetmanate of Ukray

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.
Accurate
Tir précis
Attaques & Armes, Tir Une attaque avec cette règle ne subit pas le malus de -1 pour toucher au Tir à longue portée.
Treffsicher
Accurate
Preciso
Accurato
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
Ambush
Embuscade
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Embuscade 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. À partir de votre deuxième Tour de jeu, lancez un dé pour chaque unité en Embuscade à la fin de l'étape 2 de la Séquence de la phase de mouvement, après avoir déplacé les unités avec un Mouvement aléatoire. Une fois tous les dés lancés, chaque unité pour laquelle un 3+ a été obtenu peut entrer sur le champ de bataille depuis n'importe quel bord de table. Positionnez l'unité avec l'intégralité de son rang arrière en contact avec un bord de table. Elle est ensuite libre de se déplacer mais ne peut pas effectuer de Marche forcée, et aucune figurine ne doit finir à plus de la valeur de sa Caractéristique de Pas cadencé du bord de table. Si une unité en Embuscade n'a pas pu entrer sur le champ de bataille, en ratant ses jets sur 3+, à la fin de la partie, elle comme ayant été détruite. Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade s'il peut la rejoindre dans des conditions normales. Déclarez-le alors au moment de déterminer quelles unités de l'armée sont en Embuscade. Dans ce cas, lancez un seul dé pour l'Unité combinée. Jusqu'à son arrivée sur le champ de bataille, une unité en Embuscade ne peut effectuer aucune action et tous ses objets, règles et capacités sont inutilisables.
Hinterhalt
Ambush
Emboscada
Agguato
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Aimed Shots
Universal Rule. The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Hallebarde
Les attaques portées par une Hallebarde ont +1 en Force et +1 en Pénétration d'armure. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Hellebarde
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnaché
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Contenidos
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Imbrigliato
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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.
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
Handgun
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Arquebuse
Portée 24″, tirs 1, FO 4, PA 2, Encombrant
Handgun
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Handgun
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Arcabuz
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Archibugio
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
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.
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arme lourde
Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d'armure mais sont faites au Palier d'initiative 0, quelle que soit l'Agilité du porteur. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une 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
Light Armour
Armor +1
Armure légère
Armure +1
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Armadura Ligera
Armor +1
Armatura Leggera
armatura +1
Heavy Armour
+2 Armor
Armure lourde
+2 Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
Le porteur gagne +1 en Valeur d'attaque quand il utilise cette arme. Les attaques portées avec une Paire d'armes gagnent +1 en Capacité offensive et ignorent la Parade. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Crush Attack
Attaque écrasante
Attaques & Armes, Mêlée L'élément de figurine avec cette règle, ou qui utilise une Arme avec cette règle, peut échanger toutes ses Attaques de corps à corps contre une unique Attaque de corps à corps. Elle ne peut pas être portée comme Attaque de soutien. Elle est résolue au Palier d'initiative 0 avec une Force de 10, Pénétration d'armure 10 (quelles que soient l'Agilité, la Force et la Pénétration d'armure de la figurine) et la règle Blessures multiples (1D3+1). Une Attaque écrasante ne bénéficie jamais des Armes et Attributs d'attaque de l'élément de figurine. La figurine peut utiliser ses Attaques spéciales comme le Piétinement ou les Touches d'impact.
Zerschmet- tern
Crush Attack
Ataque Aplastador
Attacco Distruttivo
Breath Attack
Attaque de souffle
L'élément de figurine ne peut utiliser cette attaque qu'une fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu'une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir soit comme une Attaque de mêlée. • Comme une Attaque de tir, normalement pendant la Phase de tir. Choisissez une cible en utilisant les règles normales des Attaques de tir. Elle peut être utilisée même si la figurine a effectué une Marche forcée pendant ce tour, et peut servir à Tenir la position et tirer en réponse à une charge. L'attaque a une portée de 6″. • Comme une Attaque de mêlée, normalement pendant la Phase de mêlée. L'attaque est portée à l'Agilité de l'élément de figurine. Déclarez que vous utilisez l'Attaque de souffle quand vous allouez les attaques et désignez une unité en contact socle à socle à attaquer. L'Attaque de souffle, que ce soit comme Attaque de tir ou de mêlée, inflige 2D6 touches automatiques à sa cible. La Force, la Pénétration d'armure et les Attributs d'attaque éventuels de ces touches sont données entre parenthèses, comme dans « Attaque de souffle (Force 4, Pénétration d'armure 1, Attaques enflammées) ». Quand plusieurs éléments de figurine de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément.
Atemattacke
Breath Attack
Ataque de Aliento
Attacco a Soffio
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.
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).
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Touches d'impact
Au palier d'initiative 10, un élément de figurine avec cette règle doit choisir une unité ennemie en contact socle à socle sur son Front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d'armure de l'élément de figurine attaquant. Si une figurine dispose d'Attaques de broyage et de Touches d'impact, elle ne peut utiliser qu'une des deux règles au choix lors d'une même Manche de combat (le choix revient au joueur contrôlant la figurine). Seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d'une figurine combinée peuvent utiliser ses Touches d'impact. Quand plusieurs figurines d'une même unité utilisent cette règle, et si X est un nombre aléatoire (Touches d'impact (1D6) par exemple), déterminez le nombre de touches de chaque instance de la règle séparément.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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.
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Hardened
The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
Battle Platform
In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.
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.
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.
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.
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.
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.
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.
Quick to Fire
Tir rapide
Attaques & Armes, Tir L'attaque ayant cette règle ne subit pas de pénalité de -1 pour toucher pour Bouger et tirer.
Schnell Schussbereit
Quick to Fire
Disparo Rápido
Rapido a Tirare
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.
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.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fleet of Hoof
Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Vol
La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
For the Money
Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frostbite
Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Frozen Heart
Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
Guerilla Tactics
Universal Rule. Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.
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.
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimé
Mêlée Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
Unbelebt
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimado
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimato
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Not a Leader
The model cannot be the General.
Pas un meneur
La figurine ne peut en aucun cas devenir le Général de l'armée.
Kein Anführer
The model cannot be the General.
Not a Leader
The model cannot be the General.
No un Líder
The model cannot be the General.
Non un Capo
The model cannot be the General.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance de cavalerie
Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+2 Force, +2 Pénétration d'armure). L'Infanterie ne peut pas utiliser de Lance de cavalerie.
Lanze
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lanza de Caballería
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lancia Pesante
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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.
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Long Lance
Melee Weapon. Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Seasoned Hunters
The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Shortbow
Shooting Weapon. Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Storm of Beaks
Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule
Take Cover
Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule

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).
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Belt of the Bogatyr
The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
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.
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Cloak of Eternal Winter
The bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming 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.
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.
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Frostbite
Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
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.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hawkeye
Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Hetman's Finest Brew
Infantry only. The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Ice Shield
The wielder gets +2 Defensive Skill.
Ice Shield
The wielder gets +2 Defensive Skill.
Ice Shield
The wielder gets +2 Defensive Skill.
Ice Shield
The wielder gets +2 Defensive Skill.
Ice Shield
The wielder gets +2 Defensive Skill.
Ice Shield
The wielder gets +2 Defensive Skill.
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).
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Metéoric Staff
The bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
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.
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).
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Seven League Boots
Infantry model only. the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
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).
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tundra's Kiss
For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Tyrant's Hand
If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.

Magic Standards usable by the army

EN FR DE PL ES IT
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is No Longer Engaged in Combat.
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.
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
Banner of the Sudden Blizzard
The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat. The bearer's unit gains Distracting until it is no Longer Engaged in Combat
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.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only The bearer's unit gain Hard Target after the March Move. This effect lasts util the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.
Winged Pennant
Pancerni or Winged Hussars only. The bearer's unit gains Hard Target after the March Move. This effect lasts until the unit's next Movement Phase.

Units od the army

EN FR DE PL ES IT
Hetman
Hetman
Hetman
Hetman
Hetman
Hetman
Knyaz
Knyaz
Knyaz
Knyaz
Knyaz
Knyaz
Yesaul
Yesaul
Yesaul
Yesaul
Yesaul
Yesaul
Ice Queen
Ice Queen
Ice Queen
Ice Queen
Ice Queen
Ice Queen
Ranger
Ranger
Ranger
Ranger
Ranger
Ranger
Steppe Horse
Steppe Horse
Steppe Horse
Steppe Horse
Steppe Horse
Steppe Horse
Polar Bear
Polar Bear
Polar Bear
Polar Bear
Polar Bear
Polar Bear
Ice Dragon
Ice Dragon
Ice Dragon
Ice Dragon
Ice Dragon
Ice Dragon
Cossacks
Cossacks
Cossacks
Cossacks
Cossacks
Cossacks
Pancerni
Pancerni
Pancerni
Pancerni
Pancerni
Pancerni
Registered Cossacks
Registered Cossacks
Registered Cossacks
Registered Cossacks
Registered Cossacks
Registered Cossacks
Plastoons
Plastoons
Plastoons
Plastoons
Plastoons
Plastoons
Winged Hussars
Winged Hussars
Winged Hussars
Winged Hussars
Winged Hussars
Winged Hussars
Steppe Raiders
Steppe Raiders
Steppe Raiders
Steppe Raiders
Steppe Raiders
Steppe Raiders
Ursine Knights
Ursine Knights
Ursine Knights
Ursine Knights
Ursine Knights
Ursine Knights
Wandering Ogres
Wandering Ogres
Wandering Ogres
Wandering Ogres
Wandering Ogres
Wandering Ogres
Flock of Hawks
Flock of Hawks
Flock of Hawks
Flock of Hawks
Flock of Hawks
Flock of Hawks
Terror from Tundra
Terror from Tundra
Terror from Tundra
Terror from Tundra
Terror from Tundra
Terror from Tundra
Streltsi
Streltsi
Streltsi
Streltsi
Streltsi
Streltsi
Tabor Wagon - Swivel gun
Tabor Wagon - Swivel gun
Tabor Wagon - Swivel gun
Tabor Wagon - Swivel gun
Tabor Wagon - Swivel gun
Tabor Wagon - Swivel gun
Tabor Wagon - Ribault
Tabor Wagon - Ribault
Tabor Wagon - Ribault
Tabor Wagon - Ribault
Tabor Wagon - Ribault
Tabor Wagon - Ribault