Correspondence of translations with another language
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Adormecido
La miniatura obtiene [b]Emboscada Especial (Bosque)[/b], con las siguientes excepciones: inmediatamente después del paso 2 de la Secuencia de la Fase de Movimiento de su propietario (incluso durante el Turno de Jugador 1 del propietario), el propietario puede decidir por cada Bestia de Espino si entran al Campo de Batalla o no, sin necesidad de realizar ninguna tirada.
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Sleeper
The model gains [b]Special Ambush (inside a Forest Terrain Feature)[/b], with the following exceptions: Immediately after step 2 of the owner's Movement Phase Sequence (including the owner's Player Turn 1), the owner may decide for each of their Briar Beasts if they will enter the Battlefield or not (no dice rolls are required).
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Égida
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Aegis
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Emboscada
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Ambush
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Licor Saqueado
Un solo uso. Puede activarse al inicio de cualquier Turno de Jugador. Todas las miniaturas con Borrachos en la unidad de la miniatura pasan de estar Sobrias a estar Bebidas.
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Looted Booze
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model's unit change from Sober to Drunk.
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Alto
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Tall
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Arco
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Bow
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Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Armadura Ligera
Armor +1
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Light Armour
Armor +1
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Armadura Pesada
+2 Armor
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Heavy Armour
+2 Armor
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Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Ataque Arrojadizo
[b]Catapulta (4×4)[/b]. Alcance 6-30", Disparos 1, Fue 3 [7], PA 0 [4], [b]Ataques Divinos[/b], [b]Ataques Mágicos[/b], [b]Marchar y Disparar[/b], [[b]Heridas Múltiples (1D3, Alas Desgarradas)[/b]]. Un Cíclope que solo Gire (y no haga ningún otro movimiento) durante la Fase de Movimiento de su propietario ignora el modificador al impactar por Mover y Disparar en la siguiente Fase de Disparo.
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Hurl Attack
[b]Catapult (4×4)[/b]. Range 6-30", Shots 1, Str 3 [7], AP 0 [4], [b]Divine Attacks[/b], [b]Magical Attacks[/b], [b]March and Shoot[/b], [[b]Multiple Wounds (D3, Clipped Wings)[/b]]. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
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Ataque de Aliento
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Breath Attack
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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.
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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.
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Golpetazo
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Stomp Attacks
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Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Aura de Locura
Las unidades enemigas en un radio de 6" de una o más miniaturas con Aura de Locura sufren -1 Disciplina.
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Aura of Madness
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Discipline.
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Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Beast
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Beast
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Insignificante
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Insignificant
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Objetivo Difícil
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Hard Target
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Ofrenda de Sangre
Una unidad que incluya al menos un Personaje con Ofrenda de Sangre puede repetir los Chequeos de Pánico fallidos, a costa de infligir una herida que no permite salvaciones de ningún tipo a un Personaje con Ofrenda de Sangre en la unidad.
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Blood Offering
A unit that includes at least one Character with Blood Offering may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed on a Character with Blood Offering in the unit.
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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.
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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.
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Borrachos
La unidad puede obtener uno de los siguientes efectos, dependiendo de si comienza la batalla Sobria o Bebida. Durante el paso 8 de la Secuencia Previa al Juego (tras la Selección de Hechizos), el jugador [b]debe[/b] elegir si cada unidad con Borrachos está Sobria o Bebida. Un Personaje Bebido no puede unirse a unidades que contengan ninguna miniatura Sobria y viceversa (las miniaturas sin Borrachos no se consideran ni Bebidas ni Sobrias).
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Drunkard
The unit may gain one of two different sets of effects depending on whether it shows up Sober or Drunk on the Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection), the player [b]must[/b] choose whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).
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Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Inmune a Golpetazos
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Cannot be Stomped
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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.
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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.
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Carga Devastadora
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Fuerza de la Carne
Cada vez que un Górtaj inflija una herida no salvada con Golpe Letal (obteniendo un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo con Golpe Letal), el ataque obtiene [b]Heridas Múltiples (1D3)[/b], y el Górtaj Recupera 1 Punto de Vida al final del Paso de Iniciativa (a menos que el Górtaj sea retirado como baja durante dicho Paso de Iniciativa). Un mismo Górtaj no puede Recuperar más de 1 Punto de Vida de este modo por fase.
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Strength from Flesh
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural '6' to wound with a Close Combat Attack with Lethal Strike), the attack gains [b]Multiple Wounds (D3)[/b], and the Gortach Recovers 1 Health Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered by each Gortach per phase in this manner.
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Carro
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
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Chariot
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
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Centaur
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Centaur
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Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Construct
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Construct
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Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Cuerno de la Cacería
Mientras estén en un radio de 6" de una o más miniaturas con Cuerno de la Cacería, las unidades amigas obtienen Carga Devastadora (+1" Ava).
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Hunting Horn
While within 6" of one or more models with Hunting Horn, friendly units gain Devastating Charge (+1" Adv).
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Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Cyclops
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Cyclops
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Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Exploradores
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Exclusivo
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Exclusive
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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.
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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.
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Frenesí
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Fury
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Fury
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Giant See, Giant Do
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
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Giant See, Giant Do
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
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Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Inestable
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Unstable
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Instinto Primario
Al inicio de cada Ronda de Combate en que la unidad de la miniatura esté combatiendo, cada unidad con una o más partes de miniatura con este Atributo de Ataque [b]debe[/b] realizar un Chequeo de Disciplina. Si se supera el Chequeo, todas las partes de miniatura con Instinto Primario en la unidad [b]deben[/b] repetir las tiradas para impactar fallidas durante esa Ronda de Combate.
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Primal Instinct
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more model parts with this Attack Attribute [b]must[/b] take a Discipline Test. If the test is passed, all model parts with Primal Instinct in the unit [b]must[/b] reroll failed to-hit rolls during this Round of Combat.
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Lanza Ligera
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Light Lance
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Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Resistencia a la Magia
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Magic Resistance
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Metal Armour
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Metal Armour
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Minotaur
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Minotaur
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Mount
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Mount
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Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
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Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
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Tácticas de la Manada
Las unidades compuestas íntegramente por miniaturas con Tácticas de la Manada obtienen Carga Devastadora (Zancada Veloz) mientras estén Situadas en el Arco Lateral o el Arco Trasero de la Unidad Cargada.
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Pack Tactics
Units consisting entirely of models with Pack Tactics gain Devastating Charge (Swiftstride) while they are Located in the Charged unit's Flank or Rear Arc.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Unruly
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Unruly
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Warherd
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Warherd
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Aflicción de Aaghor
El portador obtiene +1 Resiliencia y [b]Fortaleza (4+)[/b], pero falla automáticamente todas sus Salvaciones por Armadura.
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Aaghor's Affliction
+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
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Tallas Ancestrales
Los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y [b]Distracción[/b] mientras use esta arma.
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Ancestral Carvings
+2 Att, +2 AP and +2 Str. Distracting (1).
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Astucia del Embaucador
Las tiradas exitosas para herir contra la miniatura del portador [b]deben[/b] repetirse.
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Trickster's Cunning
Resistance.
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Ojo de la Dominación
El portador obtiene [b]Inmune a Golpetazos[/b] y [b]Miedo[/b].
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Eye of Dominance
The bearer gains Distracting (2, against Beasts and Mounts).
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Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
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Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
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Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Niebla Oscurecedora
Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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Obscuring Fog
Afflict (−1 Agi). The bearer’s unit does not benefit from +1 Agi from Charging Momentum.
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Buril Inscrito
Mientras el portador tenga el centro de su peana dentro de un Elemento de Terreno de tipo Bosque, todas las unidades amigas con más de la mitad de sus miniaturas con el centro de sus peanas dentro de cualquier Bosque en el Campo de Batalla obtienen [b]Resistencia a la Magia (2)[/b].
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Inscribing Burin
While the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain [b]Magic Resistance (2)[/b].
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Mimic Cloak
Stand Behind
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Mimic Cloak
Stand Behind
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
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Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
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Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
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Corona de Cuernos
La unidad del portador y todas las unidades dentro del alcance de su Presencia de Mando (si la tuviera) superan automáticamente los Chequeos de Disciplina debidos a Instinto Primario.
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Crown of Horns
The bearer’s unit and all units within range of its Commanding Presence (if applicable) automatically pass Command Tests taken due to Primal Instinct.
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Death Cheater
+1 Arm and Fortitude (4+).
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Death Cheater
+1 Arm and Fortitude (4+).
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Supernatural Dexterity
+3 Def and +3 Off.
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Supernatural Dexterity
+3 Def and +3 Off.
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Lluvia Oscura
Un solo uso. Este Artefacto se activa automáticamente al inicio del primer Turno de Juego (si el portador no está en el Campo de Batalla en este momento, el objeto no puede usarse). Sus efectos duran hasta el final del Turno de Juego. Si el propietario tiene el segundo Turno de Jugador, todos los Ataques de Disparo sufren un -2 al impactar durante la Fase de Disparo del oponente. Si el propietario tiene el primer Turno de Jugador, en su lugar, todos los Ataques de Disparo sufren un -1 al impactar durante la Fase de Disparo del oponente.
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Inscribing Burin
While the bearer is in contact with a Forest, all friendly units in contact with any Forest on the Battlefield gain Magic Resistance (2).
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Locura Fatal
Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador [b]debe[/b] realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo [b]debe[/b] asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
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Fatal Folly
For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.
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Forma Salvaje
Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
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Wild Form
During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res
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Gemelas Hambrientas
Los ataques realizados con esta arma obtienen [b]Golpe Letal[/b]. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
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Twin Hungers
Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Semilla del Bosque Oscuro
Un Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador [b]debe[/b] situar un único Elemento de Terreno de tipo Bosque, que [b]debe[/b] ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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Seed of the Dark Forest
During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature except Open Terrain.
This Forest may not be larger than 10″ in length and 6″ in width.
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Maldición del Espino
Los ataques realizados con esta arma obtienen [b]Carga Devastadora (+2 Fue, +2 PA)[/b]. El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, [b]Ataque de Área (1×5)[/b], [b]¡Recargad![/b], [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
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Hawthorne Curse
Devastating Charge (+2 Str, +2 AP). The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.
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Healing Potion
The bearer’s model Recovers 1 HP.
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Healing Potion
The bearer’s model Recovers 1 HP.
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Icono del Saqueador
Todas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen [b]Vanguardia[/b].
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Pillager Icon
All friendly units within 12″ of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Mask of Mindless Violence
Frenzy and Rage.
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Mask of Mindless Violence
Frenzy and Rage.
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Potion of Swiftness
+3 Agi.
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Potion of Swiftness
+3 Agi.
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Rain Augur Brew
Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
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Rain Augur Brew
Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Spell Scroll (Nature's Venom)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
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Spell Scroll (Nature's Venom)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Touch of Greatness
+1 Str and +1 AP.
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Touch of Greatness
+1 Str and +1 AP.
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Estandarte de la Manada Salvaje
Un solo uso. Puede activarse un único Estandarte de la Manada Salvaje por unidad al inicio de cada Ronda de Combate. Durante dicha Ronda de Combate, todas las miniaturas de Manada de Mestizos y Manada de Cuernosalvajes en la unidad del portador obtienen +1 Fuerza y +1 Penetración de Armadura.
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Banner of the Wild Herd
One use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrel Herd and Wildhorn Herd models in the bearer's unit gain +1 Strength and +1 Armour Penetration.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Distortion Emblem
One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
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Distortion Emblem
One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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