Legiones Demoníacas

Legiones Demoníacas

Correspondence of translations with another language

Rules and Equipments used by the army

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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.
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.
Abyssal Armour
Armour Equipment. Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Abyssal Armour
Armour Equipment. Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
Acechante del Velo
La miniatura sigue las reglas para Emboscada con las siguientes excepciones: cuando su unidad entre al Campo de Batalla, el propietario puede elegir aplicar las reglas de Emboscada Especial (en un radio de 6" de una miniatura enemiga con Canalizar).
Veil Stalker
The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
Sangre Ácida
Por cada Salvación por Fortaleza que la miniatura falle contra Ataques de Melé enemigos, la miniatura inflige inmediatamente 1 impacto con Ataques Tóxicos, contra la miniatura que causó la herida, antes de retirar ninguna baja, distribuida contra la Reserva de Puntos de Vida de la miniatura.
Acid Blood
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
Égida
Aegis
Aether Battery
Artillery Weapon. Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Aether Battery
Artillery Weapon. Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
Agarre Constrictor
La miniatura obtiene [b]Ataques Pulverizadores (X)[/b], y puede realizar Ataques Pulverizadores como Ataques de Apoyo, ignorando el número máximo de Ataques de Apoyo. Cuando la miniatura no esté Trabada en Combate, X se [b]establece[/b] en 1. Al inicio de cada Ronda de Combate en que la unidad de la miniatura esté combatiendo, y que no sea la Primera Ronda de Combate, si la miniatura está Trabada, X incrementa en 1 (por ejemplo Ataques Pulverizadores (1) pasa a ser Ataques Pulverizadores (2)).
Tightening Grasp
The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Alto
Tall
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.
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.
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.
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.
Aparta la Mirada
Las unidades enemigas en un radio de 6" de una o más miniaturas con esta regla sufren -2 Disciplina al realizar chequeos de Reorganización en Combate.
Avert your Gaze
Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Apoyo Extra
Extra Support
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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
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
Asfixiar
Si el ataque se asigna a una miniatura con la misma Altura que el atacante, obtiene +1 a impactar y +1 a herir.
Suffocation
Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
Ataque Aplastador
Crush Attack
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
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.
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.
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.
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.
Objetivo Difícil
Hard Target
Rompemontañas
Las tiradas de Alcance de Carga durante la Fase de Carga de Cargas contra unidades consistentes íntegramente de miniaturas con Presencia Imponente se ven sujetas a Tirada Maximizada. Además, los Impactos por Carga de la miniatura obtienen [b]Heridas Múltiples (1D3, contra Presencia Imponente)[/b].
Mountain Breaker
Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
Inmune a Golpetazos
Cannot be Stomped
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.
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.
Carga Devastadora
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
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.
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.
Luchar con Filas Adicionales
Fight in Extra Rank
Cónclave Mágico
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Conócete a ti Mismo
Al inicio del Paso de Iniciativa en que tengan lugar los Ataques Cuerpo a Cuerpo de la miniatura, elige una parte de miniatura de cada miniatura enemiga en contacto con peana y añade sus Atributos de Valor de Ataques, excluyendo cualquier modificador, al Valor de Ataques del Embaucador de Kuulima. Al final de cada Ronda de Combate, el Valor de Ataques de la miniatura se [b]establece[/b] en 1.
Know Thyself
At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
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.
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.
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.
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.
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.
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.
Dark Fire
Shooting Weapon Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Dark Fire
Shooting Weapon Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
Derecho Divino
La miniatura no puede unirse a unidades con otros Personajes ni otros Personajes pueden unirse a su unidad. La miniatura [b]debe[/b] declarar Duelos siempre que sea posible. Esto no puede prevenirse declarando un Duelo con otra miniatura amiga antes. Este Duelo [b]debe[/b] (si es posible) ser aceptados por un Personaje a menos que un Campeón lo acepte primero. Además, cuando lucha en un Duelo, la miniatura obtiene [b]Golpe Letal[/b] y [b]Heridas Múltiples (X) (2)[/b].
Divine Right
The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
Devorar
Por cada pérdida de Puntos de Vida causada por la miniatura con sus Ataques Cuerpo a Cuerpo a unidades enemigas, tira 1D6 al final del Paso de Iniciativa. Por cada 4+ obtenido, la miniatura obtiene +1 Punto de Vida. Si la miniatura llega a 18 Puntos de Vida o más, todas las unidades en un radio de 9" sufren inmediatamente 2D6 impactos con [b]Ataques Tóxicos[/b], y la Fauces de Akaan es retirada como baja.
Devour
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
Dominion of Envy
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Envy
The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Gluttony
The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
Dominion of Gluttony
The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
Dominion of Greed
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Greed
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Lust
The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
Dominion of Lust
The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
Dominion of Pride
Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Pride
Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Sloth
The model gains [b]Aegis (+1, against Special Attacks)[/b].
Dominion of Sloth
The model gains [b]Aegis (+1, against Special Attacks)[/b].
Dominion of Wrath
The model's attacks ignore Parry.
Dominion of Wrath
The model's attacks ignore Parry.
Elusivo
Las unidades compuestas íntegramente por miniaturas con esta regla pueden declarar Huir como Reacción a la Carga pese a tener Coraje.
Elusive
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Estrella Fugaz
La Habilidad Ofensiva y la Habilidad Defensiva de la miniatura se [b]establecen[/b] en el doble del número de Puntos de Vida que le queden a la miniatura. La miniatura cuenta como un Personaje a efectos de declarar, aceptar y rechazar Duelos. Cuando la miniatura luche en un Duelo durante una Ronda de Combate, obtiene [b]Tozudo[/b] hasta el final de la Ronda de Combate.
Falling Star
The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
Estrella Naciente
Cada vez que los ataques realizados por la miniatura maten a una miniatura enemiga en un Duelo, la miniatura obtiene un modificador de +1 al Resultado del Combate para el resto de la partida.
Rising Star
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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.
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.
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Giant See, Giant Do (DL)
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do (DL)
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Inanimado
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
No un Líder
The model cannot be the General.
Not a Leader
The model cannot be the General.
Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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.
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.
Maestro Hechicero
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Wizard Master
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Magia Cambiante
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Protean Magic
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Metamorfos
Durante la Selección de Hechizos, cada unidad de Sierpes del Velo [b]debe[/b] elegir una Manifestación Demoníaca de la siguiente lista. La unidad obtiene sus efectos durante el resto de la partida.
Morphlings
During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
Superno
Supernal
Omnisciencia
En la Fase de Magia del propietario, si la miniatura no realizó un Movimiento de Marcha ni declaró una Carga en ese Turno de Jugador, el coste de convertir Tokens del Velo en Dados de Magia se reduce a 2:1 durante ese Turno de Jugador (1 Dado de Magia por cada 2 Tokens del Velo). Ademas, al final de Drenar el Velo, el propietario puede guardar hasta 6 Tokens del Velo en su Reserva de Tokens del Velo en lugar de los habituales 3.
Omniscience
In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
Parada
Parry
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".
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".
Rage
Universal Rule. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Universal Rule. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Tentáculos de Cuchillas
La miniatura obtiene +3 Valor de Ataques mientras esté Trabada con uno o más Encaramientos Lateral o Trasero de unidades enemigas. Los ataques adicionales deben asignarse contra miniaturas de Tropa en estas unidades. Ignora este efecto si la miniatura no puede asignar ningún Ataque Cuerpo a Cuerpo contra miniaturas de Tropa
Razor Tentacles
The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
Sed de Hechizos
Al determinar la Resolución del Combate, un bando con al menos una miniatura con esta regla Trabada en el Combate añade +X al Resultado del Combate de su bando, donde X es el número de Hechizos No Vinculados conocidos por Hechiceros enemigos en unidades en contacto con peana con la miniatura (ten en cuenta que un mismo hechizo conocido por varios Hechiceros contaría cada uno de ellos).
Spell Craving
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Magic Items usable by the army

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Magic Standards usable by the army

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Units od the army

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Heraldo del Padre Caos
Harbinger of Father Chaos
Embaucador de Kuulima
Kuulima's Deceiver
Fauces de Akaan
Maw of Akaan
Avaro de Sugulag
Miser of Sugulag
Cortesano de Cibaresh
Courtesan of Cibaresh
Presagio de Savar
Omen of Savar
Centinela de Nukuja
Sentinel of Nukuja
Azote de Vanadra
Vanadra's Scourge
Dark Pulpit
Dark Pulpit
Pale Horse
Pale Horse
Burning Wheel
Burning Wheel
Great Beast of Prophecy
Great Beast of Prophecy
Throne of Overwhelming Splendour
Throne of Overwhelming Splendour
Diablillos
Imps
Súcubos
Succubi
Lémures
Lemures
Mirmidones
Myrmidons
Eidolones
Eidolons
Mastines Infernales
Hellhounds
Máquina Trilladora
Threshing Engine
Carro Matatitanes
Titanslayer Chariot
Gremlins Plaga de Magos
Mageblight Gremlins
Diablos Desgarradores
Clawed Fiends
Acaparadores
Hoarders
Sirenas
Sirens
Gloria Ardiente
Blazing Glory
Cosechador de Esperanza
Hope Harvester
Bestias de Bronce
Brazen Beasts
Possessed Giant
Possessed Giant
Furias
Furies
Sierpes del Velo
Veil Serpents
Moscas Hinchadas
Bloat Flies