Dwarven Holds

Dwarven Holds

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher. Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Aegis
Ægide
Ægide est une Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaque divine doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. • Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. • Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
Ambush
Embuscade
Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence de pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes : • Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu. • Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir. • Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite. • Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle Capture pour le restant de la partie. • Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée. • Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
Hinterhalt
Ambush
Emboscada
Agguato
Seen It All
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
Tout vu, tout fait
Toute unité alliée à 6" ou moins d'une unité de Barbes-grises qui n'est pas en fuite peut relancer ses Tests de panique ratés.
Alles schon gesehen
Befreundete Einheiten innerhalb von 6" um eine nicht fliehende Einheit Graubärte darf misslungene Paniktests wiederholen.
Seen It All
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
Seen It All
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
Seen It All
Friendly units within 6" of a non-Fleeing Greybeard unit may reroll failed Panic Tests.
Tall
Une tête au dessus
Une Ligne de vue tracée vers ou à partir d’une figurine ou d’un Rectangle limite avec la règle Une tête au dessus n’est pas bloquée par les figurines de la même Taille (que la figurine ou le Rectangle limite avec cette règle), sauf si une figurine intermédiaire possède également cette règle. Rappelez-vous que cela affecte aussi les Couverts (si une figurine bloque une Ligne de vue, elle contribue à un Couvert lourd à la place d’un Couvert léger).
Überragend
Tall
Alto
Alto
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
Corps à corps Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien et ne peuvent pas utiliser d’arme. 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 eux-mêmes Harnaché ou Inanimé ). Une figurine dont au moins un élément a la règle 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 avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline. Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont Ébranlées et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arme lourde
À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au Palier d’initiative 0, quelle que soit l’Agilité du porteur.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Plate Armour
+3 Armor
Armure de plates
+3 en Armure
Plattenrüstung
+3 Armor
Plate Armour
+3 Armor
Armadura de Placas
+3 Armor
Armatura a Piastre
armatura +3
Heavy Armour
+2 Armor
Armure lourde
+2 en Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme. Les attaques portées avec une Paire d’armes ignorent la règle Parade . Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attaque magique
Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme Ægide (X, contre Attaque magique) .
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attaque de broyage
Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine. Sommaire Séquence pré-partie Conditions de victoire 130 Terrains et décors Règles de figurines Index Si une figurine dispose d’Attaque de broyage et de Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
Zermahlen
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Ataques Pulverizadores
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attacchi Stritolanti
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Stomp Attacks
Attaque de piétinement
Au Palier d’initiative 0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine. Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant. Si une figurine dispose à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″. Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur . Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde. Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mouvement ou tir
Tir Une attaque avec cette règle ne peut être utilisée si la figurine attaquante a effectué un Mouvement simple , une Marche forcée , une Reformation ou un Pivot pendant le même Tour de joueur. Veuillez noter que les limitations habituelles restent d’application (comme le fait de ne pas tirer après un Mouvement de charge ratée , etc.).
Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mover o Disparar
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Muovere o Tirare
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Garde du corps
Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 en Armure Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalisation
Au cours de l’étape 3 de la Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
Kanalisieren
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizar
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizzare
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Cannot be Stomped
Ne peut être piétiné
Une figurine avec cette règle n’est jamais considérée comme étant d’une taille Standard contre les Attaques de piétinement d’une figurine ennemie.
Kann nicht getrampelt werden
Cannot be Stomped
Inmune a Golpetazos
Non Può Essere Calpestato
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir « Remporter l’objectif secondaire », page 96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion : La règle Capture peut être perdue au cours d’une partie : • Une unité perd la règle Capture tant qu’elle est en fuite. • Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie. • Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu’au début du prochain Tour de joueur. • Une figurine qui effectue un déplacement d’ Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu.
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Unidad que Puntúa
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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
Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de Fortitude .
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.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur .
Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Course rapide
Une unité entièrement composée de figurines avec cette règle est soumise à la règle Jet maximisé pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle Indomptable à cause des Décors. Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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.
Yer comin' with me!
In order to use this Attack Attribute, the unit [b]must[/b] be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can [b]never[/b] wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it [b]must[/b] immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: • The attack is [b]always[/b] resolved with Strength 5 and Armour Penetration 2. • The owner [b]must[/b] choose one of the following options: 1. The attack is allocated towards the model that caused the casualty. 2. The attack is allocated towards a R&F model in that model's unit. The hit is distributed onto the unit. In either case, the model with Yer comin' with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facings as their units. • This Attack Attribute cannot be used for casualties caused by Impact Hits.
Tu partiras avec moi!
Pour utiliser cet Attribut d'attaque, l'unité doit être au moins aussi large que profonde au début de la Manche de combat (autrement dit, avoir au moins autant de colonnes que de rangs - par exemple avec 3 figurines au premier rang, la règle ne s'applique pas s'il y a 4 rangs ou plus). Les Attaques de corps à corps effectuées par une figurine avec cet Attribut d'attaque ne blessent [b]jamais[/b] sur moins que 4+. De plus, si une figurine avec cette règle est retirée comme perte lors de la Phase de mêlée en raison d'une Attaque de mêlée, elle doit porter immédiatement une unique Attaque de corps à corps avec les restrictions suivantes : - L'attaque est [b]toujours[/b] de Force 5 et Pénétration d'armure 2. - Le propriétaire peut, au choix, allouer cette attaque contre 1. la figurine adverse qui l'a achevée; 2. ou une figurine ordinaire de l'unité de cette dernière. Dans ce cas, l'attaque est répartie contre l'unité. Dans tous les cas, la figurine portant cette attaque est considérée comme étant au contact avec sa cible et engagée sur le même côté que l'unité d'où elle est retirée. - Cette règle ne peut pas être utilisée suite à des pertes infligées par des [b]Touches d'impact[/b].
Du kommst mit mir!
Um dieses Angriffsattribut zu nutzen, [b]muss[/b] die Einheit zu Beginn der Nahkampfrunde mindestens genauso breit wie tief aufgestellt sein. Nahkampfwaffenattacken von Modellen mit diesem Angriffsattribut verwunden [b]niemals[/b] schlechter als auf 4+. Zusätzlich gilt, dass wenn ein Modell mit diesem Angriffsattribut als Verlust während der Nahkampfphase aufgrund einer gegnerischen Nahkapfattacke entfernt wird, [b]muss[/b] es, bevor es entfernt wird, eine einzige Nahkampfwaffenattacke mit den folgenden Regeln und Einschränkungen durchführen: • Die Attacke wird [b]immer[/b] mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt. • Der Besitzer [b]muss[/b] eine der folgenden Optionen wählen: 1. Die Attacke wird dem Modell zugewiesen, das den Verlust verursacht hat. 2. Die Attacke wird einem R&F Modell aus der Einheit dieses Modells zugewiesen. Verteile den Treffer auf die Einheit. In jedem Fall wird das Modell mit Du kommst mit mir! als in Kontakt mit dem angegriffenen Modell angesehen, und die Modelle zählen als in den gleichen Bereichen gebunden, wie ihre Einheiten. • Dieses Angriffsattribut kann nicht gegen Verluste durch Aufpralltreffer genutzt werden.
Yer comin' with me!
In order to use this Attack Attribute, the unit [b]must[/b] be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can [b]never[/b] wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it [b]must[/b] immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: • The attack is [b]always[/b] resolved with Strength 5 and Armour Penetration 2. • The owner [b]must[/b] choose one of the following options: 1. The attack is allocated towards the model that caused the casualty. 2. The attack is allocated towards a R&F model in that model's unit. The hit is distributed onto the unit. In either case, the model with Yer comin' with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facings as their units. • This Attack Attribute cannot be used for casualties caused by Impact Hits.
Yer comin' with me!
In order to use this Attack Attribute, the unit [b]must[/b] be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can [b]never[/b] wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it [b]must[/b] immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: • The attack is [b]always[/b] resolved with Strength 5 and Armour Penetration 2. • The owner [b]must[/b] choose one of the following options: 1. The attack is allocated towards the model that caused the casualty. 2. The attack is allocated towards a R&F model in that model's unit. The hit is distributed onto the unit. In either case, the model with Yer comin' with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facings as their units. • This Attack Attribute cannot be used for casualties caused by Impact Hits.
Yer comin' with me!
In order to use this Attack Attribute, the unit [b]must[/b] be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can [b]never[/b] wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it [b]must[/b] immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: • The attack is [b]always[/b] resolved with Strength 5 and Armour Penetration 2. • The owner [b]must[/b] choose one of the following options: 1. The attack is allocated towards the model that caused the casualty. 2. The attack is allocated towards a R&F model in that model's unit. The hit is distributed onto the unit. In either case, the model with Yer comin' with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facings as their units. • This Attack Attribute cannot be used for casualties caused by Impact Hits.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Éclaireur
Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes : • Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement. • N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie. • N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie. Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Exploradores
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Esploratore
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Wall of Iron
The model gains [b]Aegis (5+, against Close Combat Attacks)[/b]. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Mur d'acier
La figurine gagne [b]Ægide (5+, contre les Attaques de corps à corps)[/b]. Cette règle ne peut être utilisée que contre les attaques portées par des ennemis engagés sur le front de l'unité.
Eisenwall
Das Modell erhält [b]Aegis (5+, gegen Nahkampfwaffenattacken)[/b]. Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
Wall of Iron
The model gains [b]Aegis (5+, against Close Combat Attacks)[/b]. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Wall of Iron
The model gains [b]Aegis (5+, against Close Combat Attacks)[/b]. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Wall of Iron
The model gains [b]Aegis (5+, against Close Combat Attacks)[/b]. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Runic Anvil
Each Anvil of Power may select up to three different Battle Runes.
Enclume runique
Chaque Enclume de pouvoir peut sélectionner jusqu'à trois Runes de bataille différentes durant la Sélection des sorts.
Runenamboss
Jeder Amboss der Macht darf bis zu drei verschiedene Kampfrunen auswählen.
Runic Anvil
Each Anvil of Power may select up to three different Battle Runes.
Runic Anvil
Each Anvil of Power may select up to three different Battle Runes.
Runic Anvil
Each Anvil of Power may select up to three different Battle Runes.
Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingénieur
Une fois par Phase de tir, un Ingénieur non engagé au combat peut sélectionner une seule Machine de guerre à moins de 6″ qui n’a pas encore tiré lors de cette Phase de tir pour obtenir les effets suivants : • La Précision d’une des Armes d’artillerie de la Machine de guerre passe à la valeur donnée entre parenthèses (X+) • Vous pouvez relancer le jet sur le Tableau des Incidents de tir . • Vous pouvez relancer l’ensemble des dés (tous les dés ou aucun) lancés pour déterminer le nombre de touches effectuées par une Arme d’artillerie de type Lance-flammes . Ces effets durent jusqu’à la fin de la Phase de tir.
Ingenieur
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingeniero
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingegnere
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Engineering Rune
Add +4 to the model's rolls on the Misfire Table.
Rune d'ingénierie
Ajoutez +4 aux jets de dés sur la table des Incidents de tir.
Maschinisten-Rune
Addiere +4 für jeden Wurf auf der Fehlfunktionstabelle.
Engineering Rune
Add +4 to the model's rolls on the Misfire Table.
Engineering Rune
Add +4 to the model's rolls on the Misfire Table.
Engineering Rune
Add +4 to the model's rolls on the Misfire Table.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model may Entrench a single friendly War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this instance of Hard Cover permanently if it performs an Advance or March Move or a Random Movement.
Retranchement
Juste avant la bataille (durant l'étape 7 de la Séquence de la Phase de déploiement), la figurine peut retrancherquot; une seule Machine de guerre, qui comptera comme étant à Couvert lourd. Si cette Machine de guerre fait un Mouvement simple, une Marche forcée ou un Mouvement aléatoire, elle perd définitivement ce couvert.
Verschanzen
Direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase), darf ein Modell mit dieser Regel eine einzelne Kriegsmaschine verschanzen. Diese Kriegsmaschine zählt als in harter Deckung befindlich. Die Kriegsmaschine verliert diese Instanz von harter Deckung für den Rest des Spiels, falls sie eine Vorrückbewegung, eine Marschbewegung oder eine zufällige Bewegung durchführt.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model may Entrench a single friendly War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this instance of Hard Cover permanently if it performs an Advance or March Move or a Random Movement.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model may Entrench a single friendly War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this instance of Hard Cover permanently if it performs an Advance or March Move or a Random Movement.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model may Entrench a single friendly War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this instance of Hard Cover permanently if it performs an Advance or March Move or a Random Movement.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Vol
Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge , un Mouvement simple ou une Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que : • Elle doit respecter la Règle du pouce d’écart à la fin du mouvement. • Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit. • Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire). • Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non. • Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Gun
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Forge Repeater
Shooting Weapon Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy
Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
Gravures runiques
À l'étape 8 de la Séquence pré-partie (après la Sélection des sorts), chaque unité de Gardiens des forts doit choisir l'un des effets suivants, qui sera appliqué pour toute la durée de la partie : - +1 en Force et +1 en Pénétration d'armure - [b]Avant-garde[/b] - +2 en Agilité
Runengravierungen
Während Schritt 8 der Spielvorbereitung (nach der Zauberauswahl) muss jede Einheit Wächter der Feste eine der folgenden Optionen erhalten, die für die Dauer der Schacht angewendet wird: • +1 Stärke und +1 Rüstungsdurchschlag • Vorhut • +2 Agilität
Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Haine
Corps à corps Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indémoralisable
L’unité de la figurine réussit automatiquement ses Tests de moral . Une figurine avec Indémoralisable ne peut rejoindre ou être rejointe que par d’autres figurines avec Indémoralisable.
Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
The bigger they are…
The model gains Devastating Charge (Swiftstride) for Charges against units that contain at least one Large or Gigantic model.
Plus ils sont gros…
Les figurines avec cette règle gagnent [b]Charge dévastatrice (Course rapide)[/b] lorsqu'elles effectuent un jet de Portée de charge sur une unité contenant au moins une figurine de taille Grande ou Gigantesque.
Je größer, desto besser...
Das Modell erhält Devastating Charge (Swiftstride) für Angriffe auf Einheiten, die mindestens ein großes oder gigantisches Modell enthalten.
The bigger they are…
The model gains Devastating Charge (Swiftstride) for Charges against units that contain at least one Large or Gigantic model.
The bigger they are…
The model gains Devastating Charge (Swiftstride) for Charges against units that contain at least one Large or Gigantic model.
The bigger they are…
The model gains Devastating Charge (Swiftstride) for Charges against units that contain at least one Large or Gigantic model.
Not a Leader
The model cannot be the General.
Pas un meneur
La figurine ne peut pas 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.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Machine de guerre
La figurine ne peut pas effectuer de Marche forcée, déclarer de charge ou choisir « Fuir » en Réaction à une charge. La figurine ne peut effectuer de Poursuite (ce qui ne l’empêche pas de pouvoir être affectée par la règle Mouvement aléatoire ). Les Personnages ne peuvent jamais rejoindre une unité avec Machine de guerre. Un Personnage avec Machine de guerre ne peut rejoindre aucune unité. Si une Machine de guerre rate un Test de panique , elle ne fuit pas, mais est Ébranlée jusqu’à la fin du prochain Tour de joueur. Une Machine de guerre qui rate un Test de moral est automatiquement détruite. Les Machines de guerre sur socle rond et les unités engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat . Quand une unité charge une Machine de guerre sur socle rond, son front peut être amené au contact de n’importe quel point de son socle (elle doit maximiser le nombre de figurines en contact). Aucun mouvement d’alignement n’est autorisé. Voir la figure 4 page 12 ) Lorsqu’une unité Démoralisée fuit dans la direction opposée à une Machine de guerre sur socle rond, cette unité effectue toujours un Pivot de 180° de sorte à ce que son dos soit en contact avec le socle de la Machine de guerre. Pour le reste, suivez les règles normales de démoralisation et de fuite d’un combat.
Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Máquina de Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Macchina da Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements simples et Marches forcées : • L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur. • L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table. • L’unité ne peut effectuer aucune Roue. De plus, • Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée . • Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet . • Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Weapon Master
Maître d'armes
À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
Waffenmeister
Weapon Master
Maestro de Armas
Maestro d'Armi
Magic Resistance
Résistance à la magie
Un Sort appris ou un Sort lié qui cible une unité ennemie avec au moins une figurine ou élément de figurine possédant la règle Résistance à la magie subit un modificateur de −X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S’il existe différentes valeurs « X » pouvant être utilisées, utilisez la valeur la plus élevée.
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
Maître artisan runique
Tout élément de figurine dans une unité incluant au moins une figurine avec cette règle gagne +1 en Pénétration d'armure sur ses Attaques de corps à corps.
Meisterhaftes Runenwissen
Nahkampfattacken von Modellen in der gleichen Einheit wie ein oder mehrere Modelle mit Meisterhaftes Runenwissen erhalten +1 Rüstungsdurchschlag.
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is [b]set[/b] to 18".
Majesté des hauts rois
La portée de la [b]Présence impérieuse[/b] d'un Général monté sur un Trône de guerre [b]passe[/b] à 18".
Würde der Hochkönige
Ein General auf Kriegsthron [b]setzt[/b] die Reichweite seiner Befehlsgewalt auf 18".
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is [b]set[/b] to 18".
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is [b]set[/b] to 18".
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is [b]set[/b] to 18".
Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Mur de boucliers
Lorsque la figurine utilise un Bouclier, elle gagne [b]Ægide (6+, contre les Attaques de corps à corps)[/b]. Cette [b]Ægide[/b] passe à [b](5+, contre les Attaques de corps à corps)[/b] si l'attaquant est en charge. Cette sauvegarde spéciale ne peut être utilisée que contre les attaques de figurines ennemies engagées sur le front de la figurine.
Schildwall
Solange das Modell einen Schild benutzt, erhält es [b]Aegis (6+, gegen Nahkampfwaffenattacken)[/b]. Dies wird zu [b]Aegis (5+, gegen Nahkampfwaffenattacken)[/b] verbessert, falls die Attacke von einem angreifenden Modell durchgeführt wird. Diese Regel kann nur gegen Attacken verwendet werden, die von Gegnern im Frontbereich der Einheit des Modells durchgeführt werden.
Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une Plateforme de Guerre . La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″. Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir « Classification des figurines », page 98 ).
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Robuste
L'élément de figurine gagne [b]Charge dévastatrice (+1 Fo, +1 PA)[/b]. De plus, il ne souffre pas de la pénalité de -1 pour toucher pour Tenir la position et tirerquot; en Réaction à une charge.
Robust
Der Modellteil erhält [b]Vernichtender Angriff (+1 Str, +1 RD)[/b] und es erleidet keinen -1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.

Magic Items usable by the army

EN FR DE PL ES IT
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Denial
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain [b]Multiple Wounds (D3)[/b].
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains [b]Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks)[/b]. A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fire
May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become [b]Flaming Attacks[/b] until the end of the phase.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Grounding
One use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Harnessing
The Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Kinship
The bearer gains [b]Ambush[/b] and [b]Scout[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and [b]Magical Attacks[/b].
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but [b]must[/b] still follow the Unit Spacing rule at the end of their movement.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Precision
The wielder of a weapon engraved with this Rune gains [b]Lightning Reflexes[/b].
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune [b]must[/b] be rerolled.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains [b]Aegis (+1, max. 4+)[/b]. The Aegis from this Rune [b]only[/b] stacks with itself and/or Shield Wall.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength [b]set[/b] to 10 and their Armour Penetration [b]set[/b] to 10.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune [b]must[/b] reroll failed Armour Saves.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Storms
One use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains [b]Stubborn[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].
Rune of the Forge
The wearer of an armour engraved with this Rune gains [b]Aegis (2+, against Flaming Attacks)[/b].

Magic Standards usable by the army

EN FR DE PL ES IT
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icône éthérée
L'unité du porteur gagne la règle Résistance à la magie (1).
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icona d'etere
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Bannière de Discipline
L'unité du porteur peut relancer ses Tests de panique ratés. Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Insegna della disciplina
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Bannière de vitesse
Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Insegna della velocit
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Bannière de la compagnie infatigable
Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle. Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur. Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Insegna della compagnia implacabile
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Bannière ardente
Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur. L'unité du porteur gagne la règle Attaques enflammées. Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat. Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Stendardo infuocato
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Bannière de la légion
L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stendardo della legione
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Bannière du rôdeur
L'unité du porteur gagne la règle Guide.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stendardo dell'oppressore
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Bannière lacérante
Cet Enchantement peut être activé au début d'une Manche de combat. les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Shielding
All friendly units within 6' of the bearer gain [b]Aegis (5+, against Shooting Attacks)[/b].
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer's unit gains [b]Quick to Fire[/b] until the end of the Player Turn.
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of Swiftness
The bearer's unit gains [b]Vanguard[/b].
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Anvil
Friendly units Charging enemy units Engaged in Combat with the bearer's unit [b]must[/b] reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Wisdom
The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.

Units od the army

EN FR DE PL ES IT
King
Roi
König
King
King
King
Thane
Thane
Thain
Thane
Thane
Thane
Runic Smith
Forgeron runique
Runenschmied
Runic Smith
Runic Smith
Runic Smith
Anvil of Power
Enclume de pouvoir
Amboss der Macht
Anvil of Power
Anvil of Power
Anvil of Power
Engineer
Ingénieur
Engineer
Engineer
Engineer
Engineer
Dragon Seeker
Chasseur de dragons
Drachen-Suchender
Dragon Seeker
Dragon Seeker
Dragon Seeker
Shield Bearers
Porteurs de bouclier
Schildträger
Shield Bearers
Shield Bearers
Shield Bearers
War Throne
Trône de guerre
Kriegsthron
War Throne
War Throne
War Throne
Clan Warriors
Guerriers des clans
Klankrieger
Clan Warriors
Clan Warriors
Clan Warriors
Greybeards
Barbes-grises
Graubärte
Greybeards
Greybeards
Greybeards
Clan Marksmen
Longues-mires des clans
Klanschützen
Clan Marksmen
Clan Marksmen
Clan Marksmen
King's Guard
Gardes du roi
Königsgarde
King's Guard
King's Guard
King's Guard
Deep Watch
Sentinelles des profondeurs
Tunnelwache
Deep Watch
Deep Watch
Deep Watch
Seekers
Chasseurs de têtes
Suchende
Seekers
Seekers
Seekers
Vengeance Seeker
Chasseur de rancunes
Vergeltungssuchender
Vengeance Seeker
Vengeance Seeker
Vengeance Seeker
Hold Guardians
Gardiens des forts
Wächter der Feste
Hold Guardians
Hold Guardians
Hold Guardians
Grudge Buster
Brise-rancunes
Grollbrecher
Grudge Buster
Grudge Buster
Grudge Buster
Miners
Mineurs
Bergleute
Miners
Miners
Miners
Rangers
Patrouilleurs
Grenzläufer
Rangers
Rangers
Rangers
Forge Wardens
Veilleurs des forges
Schmiedewächter
Forge Wardens
Forge Wardens
Forge Wardens
Steam Copters
Autogyre à vapeur
Dampfkopter
Steam Copters
Steam Copters
Steam Copters
Field Artillery
Artillerie de campagne
Feldartillerie
Field Artillery
Field Artillery
Field Artillery
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf