Enanos Infernales

Enanos Infernales

Correspondence of translations with another language

Rules and Equipments used by the army

ES EN
¡A Toda Máquina!
La miniatura puede realizar un único Giro o Pivote durante su Movimiento de Marcha. Si la miniatura está Cargando, [b]debe[/b] Perseguir o Arrasar siempre que sea posible. Si la miniatura no está Cargando, [b]siempre[/b] supera los Chequeos de Contención de Persecución y su Distancia de Persecución y Arrasamiento durante la Fase de Melé son [b]siempre[/b] 0".
Full Steam Ahead!
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
Acertijo del Lamassu
La miniatura es un Hechicero Adepto que elige 2 hechizos de entre Palabra del Hierro (Alquimia), Belleza Engañosa (Brujería), Aliento de Corrupción (Ocultismo), Espadas Ígneas (Piromancia) y Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario) . Esto ignora las reglas habituales de Selección de Hechizos relacionadas con ser un Hechicero Adepto. Antes de la Selección de Hechizos (al inicio del paso 7 de la Secuencia Previa al Juego), el oponente [b]debe[/b] elegir Poder o Sabiduría: Si elige Poder, el Lamassu obtiene [b]Canalizar (1)[/b] durante el resto de la partida. Si elige Sabiduría, el Lamassu conoce un hechizo adicional elegido inmediatamente de la lista indicada previa- mente.
Riddle of the Lamassu
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept. Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] for the duration of the game. • If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
Hechicero Adepto
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Wizard Adept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Égida
Aegis
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.
Arco
Bow
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
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma 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
Armadura Ligera
Armor +1
Light Armour
Armor +1
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.
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.
Ataque Aplastador
Crush Attack
Ataque de Aliento
Breath Attack
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Ataques Flamígeros
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Pulverizadores
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Golpetazo
Stomp Attacks
Dependiente
Attached
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.
Presencia de Mando
Commanding Presence
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.
Beast
Beast
Insignificante
Insignificant
Plataforma de Disparo
La miniatura tan solo puede usar Ataques Aplastadores contra unidades enemigas Trabadas en su Encaramiento Frontal. Todas las miniaturas en la misma unidad que la miniatura se benefician de Cobertura Ligera. Además, al disparar o lanzar hechizos, pueden elegir trazar Línea de Visión como si fueran de Altura Gigantesca y desde cualquier punto del Encaramiento Frontal del Bastión Infernal. Si lo hacen, y siempre y cuando la unidad tenga al menos una Fila Completa: Un máximo de 20 miniaturas puede disparar. Estas miniaturas pueden disparar independientemente de en qué fila de la unidad estén. Mide el alcance desde cualquier punto de la peana del Bastión Infernal.
Firing Platform
The model can use Crush Attacks only against enemy units Engaged in the model's Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion's Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank: • A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in. • Measure their range from the Infernal Bastion.
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.
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.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Mayor Calibre
Los alcances máximo y mínimo del Arma de Artillería de la miniatura se multiplican por dos. Las unidades enemigas impactadas por el arma sufren -1" Ritmo de Avance hasta un mínimo de 3" y -2" Ritmo de Marcha hasta un mínimo de 6" hasta el inicio del siguiente Turno de Jugador amigo.
Higher Calibre
The minimum range and the maximum range of the model's Artillery Weapon are doubled. Enemy units hit by the weapon suffer -1" Advance Rate to a minimum of 3" and -2" March Rate to a minimum of 6" until the start of the next friendly 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.
Chained Together
Chained Together
Llaves de la Ciudadela
La miniatura [b]debe[/b] elegir Encantamientos de Armas para dos de sus armas mundanas. El Coste en Puntos de el más barato de estos Encantamientos de Armas se divide a la mitad, redondeando fracciones hacia arriba.
Keys to the Citadel
The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
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.
Construct
Construct
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.
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.
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.
Disciplined
Disciplined
Disparo Rápido
Quick to Fire
Dwarf
Dwarf
Emplacement
Emplacement
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Exclusivo
Exclusive
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.
Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
First Strike
First Strike
Fiscales Teocráticos
La unidad de de la miniatura y las unidades enemigas en contacto con peana con la unidad de la miniatura obtienen [b]Resistencia a la Magia (2)[/b] que también se aplica a hechizos amigos. El valor de esta Resistencia a la Magia no puede incrementarse.
Theocratic Litigators
The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
Frascos de Aceite
Si uno o más ataques simultáneos con Frascos de Aceite impactan, tras resolver estos ataques, la unidad objetivo obtiene un marcador de Incendiario.
Oil Flasks
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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.
Flintlock Axe
Shooting Weapon 0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army. Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Flintlock Axe
Shooting Weapon 0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army. Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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
Fury
Fury
Gigante Ve, Gigante Hace
La miniatura obtiene [b]Armadura Infernal[/b] y [b]Marca Infernal[/b].
Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
Paso Fantasmal
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Giant
Giant
Gobernador de Vasallos
Las unidades amigas con más de la mitad de sus miniaturas con Frascos de Aceite en un radio de 12" de una o más miniaturas con Gobernador de Vasallos al inicio de sus Movimientos de Marcha obtienen +2" Ritmo de Marcha. Además, la miniatura puede unirse a unidades de Levas de Vasallos. Esto ignora las restricciones habituales debidas a Insignificante.
Vassal Governor
Friendly units with more than half of their models with Oil Flasks within 12" of one or more models with Vassal Governor at the start of their March Move gain +2" March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
Inestable
Unstable
Infernal Armour
Armour Equipment Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Infernal Armour
Armour Equipment Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Marca Infernal
La miniatura obtiene [b]Presencia de Mando[/b] con las siguientes restricciones: tiene alcance 6" y solo beneficia a miniaturas con Insignificante. Además, al perder una Ronda de Combate, las unidades de Altura Estándar con más de la mitad de sus miniaturas con Marca Infernal cuentan como si tuvieran el doble de Filas Completas a efectos de ser Impasible durante la Primera Ronda de Combate, a menos que estén Cargando.
Infernal Brand
The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
Infernal Weapon
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Infernal Weapon
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Kadim
Kadim
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.
Lanza
Spear
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 de Armas
Weapon Master
March and Shoot
March Moving in the same Player Turn while affected by this Attack Attribute does not prevent the attack from being performed, unless the attack is also subject to Move or Fire
March and Shoot
March Moving in the same Player Turn while affected by this Attack Attribute does not prevent the attack from being performed, unless the attack is also subject to Move or Fire
Metal Armour
Metal Armour
Superno
Supernal
Mount
Mount
Sin Marcar
La miniatura no puede elegir Objetos Especiales de este Libro de Ejército y no puede lanzar Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario). No puede unirse a unidades con más de la mitad de sus miniaturas con Marca Infernal o unidades de Esclavos Encadenados.
Unbranded
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
Parada
Parry
Rabia
Cada vez que la miniatura pierda un Punto de Vida, obtiene +1 Valor de Ataques. Cada vez que obtenga un Punto de Vida, sufre -1 Valor de Ataques.
Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Slave
Slave
Unruly
Unruly
Vassal
Vassal
Vassal Slingshot
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. • Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Vassal Slingshot
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. • Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Weakness
Weakness

Magic Items usable by the army

ES EN
Aliento del Toro de Latón
La miniatura del portador obtiene +1 Punto de Vida y el portador obtiene [b]Ataque de Aliento (Ataques Tóxicos)[/b].
Breath of the Brass Bull
The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.
Anillo de Desecación
Al inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
Ring of Desiccation
When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.
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.
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.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
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.
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.
Llamarada de Protección
El portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y [b]Ataques Flamígeros[/b] distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
Blaze of Protection
Arm is set to 6. Every enemy model in contact with the wearer’s model that could allocate attacks towards it but doesn’t, suffers 1 hit with Str 4, AP 0, and Flaming Attacks.
Shield Breaker
+6 AP.
Shield Breaker
+6 AP.
Ojo del Toro
Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se [b]establece[/b] en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen [b]Heridas Múltiples (2)[/b].
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required). Multiple Wounds (2, Melee).
Mimic Cloak
Stand Behind
Mimic Cloak
Stand Behind
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.
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.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dados de Lúgar
Una única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
Lugar's Dice
A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Kadim Confinado
Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene [b]Égida (+1, contra Ataques Flamígeros, máx. 3+)[/b] y [b]Parada[/b].
Kadim Binding
Aegis (+1, against Flaming Attacks, max. 3+) and Parry. The bearer’s weapons lose Two-Handed if they had it.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Llama Oriental
El portador obtiene [b]Aura Volcánica (1D3)[/b] durante la Fase de Melé mientras use esta arma.
Flame of the East
Flaming Attacks and Volcanic Embrace (D6+1).
Ghostly Guard
+2 Arm against non-Magical Attacks.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Ídolo Dorado de Shamut
Si la miniatura del portador es de Infantería, su Ritmo de Avance se [b]establece[/b] en 4" y su Ritmo de Marcha se [b]establece[/b] en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
Golden Idol of Shamut
If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Máscara de las Eras
El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador [b]debe[/b] repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
Mask of Ages
The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.
Núcleo de Ónice
Los ataques realizados con esta arma son [b]Ataques Flamígeros[/b] y obtienen [b]Heridas Múltiples (1D3, contra Inflamable)[/b]. Además, su Fuerza se establece [b]siempre[/b] en 6.
Onyx Core
Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Sigil of Protection
+1 Arm.
Sigil of Protection
+1 Arm.
Spell Scroll (Wall Of Lead)
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.
Spell Scroll (Wall Of Lead)
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.
Tablilla de Vezodinezh
Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
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).
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).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Magic Standards usable by the army

ES EN
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
El Estandarte de su Amo
Mientras la unidad del portador esté en un radio de 6" de una o más miniaturas con Marca Infernal, las miniaturas en la unidad del portador sin Marca Infernal obtienen [b]Trance de Batalla[/b] y pueden repetir las tiradas de Alcance de Carga fallidas durante la Fase de Carga.
Their Master's Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence: • Model parts with Vassal gain Fury. • The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Estandarte de los Doblemente Marcados
Un Solo Uso. Puede activarse al final de la Fase de Carga, inmediatamente después de haber resuelto todos los Movimientos de Carga. Si la unidad del portador ha Cargado de manera exitosa durante esta fase, puede realizar una Reorganización en Combate (siguiendo las reglas habituales de Reorganizaciones en Combate).
Banner of the Twice-Branded
Models in the bearer’s unit gain Shoot in Extra Rank. In addition, the bearer may activate the following “One Use Only” effect in the Charge Phase, immediately after all Charge Moves have been resolved, and if the bearer’s unit was successfully Charged during this phase: The bearer’s unit may perform a Combat Refor
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

ES EN
Señor Supremo
Overlord
Profeta
Prophet
Visir
Vizier
Comisario Taurukh
Taurukh Commissioner
Vasallo Conjurador
Vassal Conjurer
Erudito Lamassu
Lamassu Scholar
Asiento de Autoridad
Seat of Authority
Montura Vasalla
Vassal Steed
Carro Kadim
Kadim Chariot
Toro de Shamut
Bull of Shamut
Gran Toro de Shamut
Great Bull of Shamut
Bastión Infernal
Infernal Bastion
Guerreros Infernales
Infernal Warriors
Guardia de la Ciudadela
Citadel Guard
Levas de Vasallos
Vassal Levies
Esclavos Encadenados
Shackled Slaves
Kadim Encarnados
Kadim Incarnates
Carro Kadim
Kadim Chariot
Inmortales
Immortals
Discípulos de Lúgar
Disciples of Lugar
Ejecutores Taurukh
Taurukh Enforcers
Taurukh Ungidos
Taurukh Anointed
Caballería de Vasallos
Vassal Cavalry
Honda de Vasallos
Vassal Slingshot
Equipo Artillero
Gunnery Team
Artillería Infernal
Infernal Artillery
Bastión Infernal
Infernal Bastion
Máquina Infernal
Infernal Engine
Titán Kadim
Kadim Titan
Gigante Ciudadano
Citizen Giant