Correspondance des traductions avec la VO
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Acrobatic
Jules has a 2+ Ward Save against all non-magical attacks.
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Acrobatic
Jules has a 2+ Ward Save against all non-magical attacks.
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Attaque enflammée
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.
Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.
Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Attaque magique
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
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Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
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Aura of the Fey
If his Wounds value is ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves part of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites, following all the same rules. However, each time the Green Knight is slain, a -1 is suffered on the next dice roll made to awaken him. If he does not appear, a test may be taken during each following Bretonnian Remaining Moves phase to see if he returns. For calculating Victory Points, the enemy only gets full Victory Points for the Green Knight if he is not on the table at the end of the game.
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Aura of the Fey
If his Wounds value is ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves part of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites, following all the same rules. However, each time the Green Knight is slain, a -1 is suffered on the next dice roll made to awaken him. If he does not appear, a test may be taken during each following Bretonnian Remaining Moves phase to see if he returns. For calculating Victory Points, the enemy only gets full Victory Points for the Green Knight if he is not on the table at the end of the game.
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Aura of the Lady
Damsels have Magic Resistance (1), and Prophetesses Magic Resistance (2).
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Aura of the Lady
Damsels have Magic Resistance (1), and Prophetesses Magic Resistance (2).
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Ballista Duplicate Choice
You may take 1-2 Ballistas as a single Rare choice.
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Ballista Duplicate Choice
You may take 1-2 Ballistas as a single Rare choice.
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Bane of the Undead
Any Undead units in base contact with Amalric at the start of the Combat phase automatically suffer D6 wounds which Ignores Armour Saves. These wounds count towards combat resolution.
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Bane of the Undead
Any Undead units in base contact with Amalric at the start of the Combat phase automatically suffer D6 wounds which Ignores Armour Saves. These wounds count towards combat resolution.
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Beastslayer
Bohemond has Hatred (Orcs & Goblins, Beastmen, Skaven).
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Beastslayer
Bohemond has Hatred (Orcs & Goblins, Beastmen, Skaven).
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Blessed Sanctum
A Sacrosanctum knows three Blessings. Blessings are innate bound spells. For each friendly Sacrosanctum
on the battlefield at the start of your magic phase, add 1 dice to your power pool.
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Blessed Sanctum
A Sacrosanctum knows three Blessings. Blessings are innate bound spells. For each friendly Sacrosanctum
on the battlefield at the start of your magic phase, add 1 dice to your power pool.
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Blessings of Shallya
Priestesses of Shallya know three Prayers. Prayers are innate bound spells (power level 3). All Prayers are augment spells. In addition, the Priestess may channel Power and Dispel dice just like a Level 1 Wizard.
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Blessings of Shallya
Priestesses of Shallya know three Prayers. Prayers are innate bound spells (power level 3). All Prayers are augment spells. In addition, the Priestess may channel Power and Dispel dice just like a Level 1 Wizard.
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Bloodrage
The Hippogryph is subject to Frenzy and Hatred.
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Bloodrage
The Hippogryph is subject to Frenzy and Hatred.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Defensive Stakes
Set up the stakes at the start of the game when the unit is deployed. Every model in the front rank has a stake base placed in front of it (these stakes must also be set up within the army's deployment zone).
Defensive Stakes are treated as Defended Obstacles, and remain on the table during the game. All Troop Types apart from Infantry and Swarms suffer D6 S 4 hits on the turn that they charge a unit behind Defensive stakes. In addition, enemy models in base contact with the Defensive Stakes suffer -1 to Hit in the first round of close combat. These rules only apply when fighting the unit’s front.
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Defensive Stakes
Set up the stakes at the start of the game when the unit is deployed. Every model in the front rank has a stake base placed in front of it (these stakes must also be set up within the army's deployment zone).
Defensive Stakes are treated as Defended Obstacles, and remain on the table during the game. All Troop Types apart from Infantry and Swarms suffer D6 S 4 hits on the turn that they charge a unit behind Defensive stakes. In addition, enemy models in base contact with the Defensive Stakes suffer -1 to Hit in the first round of close combat. These rules only apply when fighting the unit’s front.
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Tenace
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.
Models with rule have both Magical Attacks and Unstable. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).
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Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.
Models with rule have both Magical Attacks and Unstable. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Favour of the Fay
One friendly character with either the Knight's Vow, Questing Vow or the Grail Vow may be given the Favour of the Fay before the game starts but after deployment is finished. This model receives +1 To Hit in close combat. However, if the model loses the Blessing of the Lady, then both the Favoured model and the Fay Enchantress suffers a Wound with no saves allowed.
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Favour of the Fay
One friendly character with either the Knight's Vow, Questing Vow or the Grail Vow may be given the Favour of the Fay before the game starts but after deployment is finished. This model receives +1 To Hit in close combat. However, if the model loses the Blessing of the Lady, then both the Favoured model and the Fay Enchantress suffers a Wound with no saves allowed.
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Fiery Zeal
The Templar Crusader and any unit he is with gain Hatred for as long as he remains in the unit.
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Fiery Zeal
The Templar Crusader and any unit he is with gain Hatred for as long as he remains in the unit.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Grail Reliquae
6 Pilgrims may be upgraded to a Grail Reliquae.
Must always be placed in the centre of the front rank of the unit. Only once all the Grail Pilgrims in the unit (except the Command Group) are removed does the Reliquae itself start taking wounds.
In addition, the presence of the Grail Reliquae means that the entire unit will be affected by the Blessing of the Lady.
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Grail Reliquae
6 Pilgrims may be upgraded to a Grail Reliquae.
Must always be placed in the centre of the front rank of the unit. Only once all the Grail Pilgrims in the unit (except the Command Group) are removed does the Reliquae itself start taking wounds.
In addition, the presence of the Grail Reliquae means that the entire unit will be affected by the Blessing of the Lady.
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Groffe and Griffe
Reynard and his wolfhounds always move and fight together as a unit. If Reynard joins a unit, so will Groffe and Griffe.
If Reynard is slain, Groffe and Griffe will be subject to Frenzy for the remainder of the game.
If both his beloved wolfhounds are slain, Reynard immediately becomes subject to Hatred for the remainder of the game.
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Groffe and Griffe
Reynard and his wolfhounds always move and fight together as a unit. If Reynard joins a unit, so will Groffe and Griffe.
If Reynard is slain, Groffe and Griffe will be subject to Frenzy for the remainder of the game.
If both his beloved wolfhounds are slain, Reynard immediately becomes subject to Hatred for the remainder of the game.
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Guardian of the Sacred Sites
The Green Knight is not deployed with the rest of the army, but follows the entry rules for Ambushers instead, with the following exception that he may appear in the first turn instead of the second.
When the Green Knight is awoken, he must be placed in either a forest or a water terrain piece anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, he may enter from any table edge using the normal rules.
During the game, the Green Knight may disappear at will and reappear in another location completely. If the Green Knight is within (or moves into) a forest or water terrain piece during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another forest or water terrain piece, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.
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Guardian of the Sacred Sites
The Green Knight is not deployed with the rest of the army, but follows the entry rules for Ambushers instead, with the following exception that he may appear in the first turn instead of the second.
When the Green Knight is awoken, he must be placed in either a forest or a water terrain piece anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, he may enter from any table edge using the normal rules.
During the game, the Green Knight may disappear at will and reappear in another location completely. If the Green Knight is within (or moves into) a forest or water terrain piece during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another forest or water terrain piece, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.
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Guardians of Sacred Sites
Spirits of the Fay are not deployed with the rest of the army, but follow the entry rules for Ambushers instead.
When they appear, they must be placed in either a forest or a water feature anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, they may enter from any table edge using the normal rules.
As long Spirits of the Fay remain partially within one of these terrain features, they may replace up to D3 Wounds lost earlier in to game at the end of each Close Combat phase.
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Guardians of Sacred Sites
Spirits of the Fay are not deployed with the rest of the army, but follow the entry rules for Ambushers instead.
When they appear, they must be placed in either a forest or a water feature anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, they may enter from any table edge using the normal rules.
As long Spirits of the Fay remain partially within one of these terrain features, they may replace up to D3 Wounds lost earlier in to game at the end of each Close Combat phase.
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Gui le Gros
As long as Gui le Gros is alive, the unit may re-roll failed LD tests.
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Gui le Gros
As long as Gui le Gros is alive, the unit may re-roll failed LD tests.
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Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Healing Hands
A Priestess may only join units with Peasant's Duty (except Grail Pilgrims). She may be placed in the second rank of any Infantry unit she joins, rather than the first. In addition, any unit the Priestess is with (but not herself) gains Regeneration (6+).
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Healing Hands
A Priestess may only join units with Peasant's Duty (except Grail Pilgrims). She may be placed in the second rank of any Infantry unit she joins, rather than the first. In addition, any unit the Priestess is with (but not herself) gains Regeneration (6+).
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Hugo le Petit
If Hugo scores a hit with his powerful bow, the arrow hits with a S of 5.
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Hugo le Petit
If Hugo scores a hit with his powerful bow, the arrow hits with a S of 5.
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Hunting Party
If Reynard joins a unit of Mounted Yeomen, the unit will follow Reynard's example and become subject to The Knight’s Vow for as long as he remains with it.
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Hunting Party
If Reynard joins a unit of Mounted Yeomen, the unit will follow Reynard's example and become subject to The Knight’s Vow for as long as he remains with it.
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I Will Taunt You Viciously a Second Time
All enemy models unfortunate enough to be within 6" of Jules suffer a -1 penalty to Hit rolls in close combat
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I Will Taunt You Viciously a Second Time
All enemy models unfortunate enough to be within 6" of Jules suffer a -1 penalty to Hit rolls in close combat
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Immunisé (Psycologie)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impale
Unicorns gain +1 Strength to their Impact Hits.
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Impale
Unicorns gain +1 Strength to their Impact Hits.
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Impetuous
After charges have been declared, if any Impetuous units did not declare a charge but are within charge range of an enemy, then they must take a LD test to restrain themselves from charging. If this test is failed, they are forced to charge. If the test is passed, they may move normally.
So reckless are the Knights Errant that whenever they charge, they are Immune to Psychology and may re-roll one of their charge distance dice.
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Impetuous
After charges have been declared, if any Impetuous units did not declare a charge but are within charge range of an enemy, then they must take a LD test to restrain themselves from charging. If this test is failed, they are forced to charge. If the test is passed, they may move normally.
So reckless are the Knights Errant that whenever they charge, they are Immune to Psychology and may re-roll one of their charge distance dice.
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Indémoralisable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Instable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Louen Leoncoeur
If Louen is in your army, he must be the army's General.
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Louen Leoncoeur
If Louen is in your army, he must be the army's General.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Marksman
Bertrand may re-roll to Hit with missile weapons. In addition, he has Sniper.
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Marksman
Bertrand may re-roll to Hit with missile weapons. In addition, he has Sniper.
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Marshal
All friendly units within 12" of Roland gain +1 LD when taking Rally tests. In addition, he counts as a musician in any unit he joins.
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Marshal
All friendly units within 12" of Roland gain +1 LD when taking Rally tests. In addition, he counts as a musician in any unit he joins.
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Musicien
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Once Trampled, Twice Shy
Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He may join units with the Peasant's Duty, but may not join any unit with a Knightly Vow of any kind.
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Once Trampled, Twice Shy
Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He may join units with the Peasant's Duty, but may not join any unit with a Knightly Vow of any kind.
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Purebred Warhorse
Bretonnian Warhorses do not suffer any movement penalties for being barded.
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Purebred Warhorse
Bretonnian Warhorses do not suffer any movement penalties for being barded.
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Reynard's Hawk
The hawk always attacks anyone who engages Reynard in close combat, giving Reynard an extra S 3 Attack. In addition, Reynard may use his Hawk in during the Shooting phase. The Hawk can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test or suffer a S 3 Hit.
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Reynard's Hawk
The hawk always attacks anyone who engages Reynard in close combat, giving Reynard an extra S 3 Attack. In addition, Reynard may use his Hawk in during the Shooting phase. The Hawk can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test or suffer a S 3 Hit.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Serrated Maw
The Hippogryph gains Multiple Wounds (2).
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Serrated Maw
The Hippogryph gains Multiple Wounds (2).
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Shredding Talons
The Hippogryph gains Armour Piercing (1).
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Shredding Talons
The Hippogryph gains Armour Piercing (1).
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Spirit of the Tempest
Alberic, and any models in the same unit, may re-roll 1's to Hit in close combat.
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Spirit of the Tempest
Alberic, and any models in the same unit, may re-roll 1's to Hit in close combat.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Supreme Aura of the Lady
The Fay Enchantress has Magic Resistance (3) and Fear. Against Skaven, Orcs & Goblins and Beastmen, she causes Terror. Furthermore, she gains +2 to cast spells from the Lore of Life or Lore of the Lady.
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Supreme Aura of the Lady
The Fay Enchantress has Magic Resistance (3) and Fear. Against Skaven, Orcs & Goblins and Beastmen, she causes Terror. Furthermore, she gains +2 to cast spells from the Lore of Life or Lore of the Lady.
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Supreme Blessing of the Lady
Such is the power of the Fay Enchantress that the Ward Save gained from the Blessing of the Lady is increased by +1 for any unit that has the Blessing of the Lady and is joined by the Fay Enchantress.
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Supreme Blessing of the Lady
Such is the power of the Fay Enchantress that the Ward Save gained from the Blessing of the Lady is increased by +1 for any unit that has the Blessing of the Lady and is joined by the Fay Enchantress.
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Swooping Strike
The Hippogryph gains Devastating Charge and Strength Bonus (1).
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Swooping Strike
The Hippogryph gains Devastating Charge and Strength Bonus (1).
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Blessing of the Lady
Models with this rule have Ward save (6+). This is increased to a Ward save (5+) against missile attacks. Models with the Grail Vow always have Ward save (5+).
Models with the Blessing of the Lady will lose it if they flee for any reason or refuse a challenge.
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The Blessing of the Lady
Models with this rule have Ward save (6+). This is increased to a Ward save (5+) against missile attacks. Models with the Grail Vow always have Ward save (5+).
Models with the Blessing of the Lady will lose it if they flee for any reason or refuse a challenge.
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The Grail Vow
Models with the Grail Vow have Immunity (Psychology) and Magical Attacks, and may only join units with the Knight's Vow, Questing Vow or Grail Vow. Characters with the Grail Vow add +1 to their LD.
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The Grail Vow
Models with the Grail Vow have Immunity (Psychology) and Magical Attacks, and may only join units with the Knight's Vow, Questing Vow or Grail Vow. Characters with the Grail Vow add +1 to their LD.
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The Halo of Maidenly Wrath
Repanse has Terror and Magic Resistance (3).
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The Halo of Maidenly Wrath
Repanse has Terror and Magic Resistance (3).
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The Knight's Vow
Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they may only join units with the Knight's Vow.
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The Knight's Vow
Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they may only join units with the Knight's Vow.
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The Lady's Champion
Louen gains a Ward Save (4+) from the Blessing of the Lady. However, if he loses the Blessing, he will immediately lose a Wound with no saves allowed.
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The Lady's Champion
Louen gains a Ward Save (4+) from the Blessing of the Lady. However, if he loses the Blessing, he will immediately lose a Wound with no saves allowed.
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The Lance Formation
Any Cavalry unit with this rule may deploy in the Lance formation and/or reform into it during the game. A unit in Lance formation follow the rules for Ranks that apply to Monstrous Cavalry. In effect, if by any means a unit of Bretonnian Knights is formed into a unit three models wide, it is treated as being in Lance formation. Note that if a unit is ever wider than three models, it no longer counts as being in Lance formation. In addition to this, the unit may form a unit up to 5 ranks deep.
A wizard may be placed in the centre of the second rank of the Lance formation rather than the front rank, as the Knights form up protectively around her. Note that she remains fully in play even if she is not in the front rank (so the unit may use her LD, she may cast magic, etc.). If a second wizard joins the unit, she may be placed in the centre of the third rank. If the rank in front of the wizard ever falls below three models, she will move forward to take up the empty space. A Wizard in the second rank still counts as having line of sight for the purpose of casting spells.
On a turn that a unit in Lance Formation makes a successful charge, all models with this rule gain Fight in Extra Ranks (1), and every rider that gets to fight can make up to 3 Supporting Attacks rather than 1. In addition, they add their current Rank Bonus to the S of the Impact Hits they inflict. Finally, if the unit wins that round of combat, it also counts as having double their actual Unit Strength for the purpose of determining if the enemy unit is Steadfast or not.
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The Lance Formation
Any Cavalry unit with this rule may deploy in the Lance formation and/or reform into it during the game. A unit in Lance formation follow the rules for Ranks that apply to Monstrous Cavalry. In effect, if by any means a unit of Bretonnian Knights is formed into a unit three models wide, it is treated as being in Lance formation. Note that if a unit is ever wider than three models, it no longer counts as being in Lance formation. In addition to this, the unit may form a unit up to 5 ranks deep.
A wizard may be placed in the centre of the second rank of the Lance formation rather than the front rank, as the Knights form up protectively around her. Note that she remains fully in play even if she is not in the front rank (so the unit may use her LD, she may cast magic, etc.). If a second wizard joins the unit, she may be placed in the centre of the third rank. If the rank in front of the wizard ever falls below three models, she will move forward to take up the empty space. A Wizard in the second rank still counts as having line of sight for the purpose of casting spells.
On a turn that a unit in Lance Formation makes a successful charge, all models with this rule gain Fight in Extra Ranks (1), and every rider that gets to fight can make up to 3 Supporting Attacks rather than 1. In addition, they add their current Rank Bonus to the S of the Impact Hits they inflict. Finally, if the unit wins that round of combat, it also counts as having double their actual Unit Strength for the purpose of determining if the enemy unit is Steadfast or not.
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The Parrying Shield
The Knight of the Perilous Lance has Parry (6+), even though he is mounted.
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The Parrying Shield
The Knight of the Perilous Lance has Parry (6+), even though he is mounted.
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The Peasant's Duty
Models with the Peasant's Duty treat all friendly models with the Knight's Vow, the Questing Vow or the Grail Vow within 6" as having Inspiring Presence. Unit standards in units with the Peasant’s Duty do not confer any additional victory points if captured.
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The Peasant's Duty
Models with the Peasant's Duty treat all friendly models with the Knight's Vow, the Questing Vow or the Grail Vow within 6" as having Inspiring Presence. Unit standards in units with the Peasant’s Duty do not confer any additional victory points if captured.
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The Perilous Lance
All attacks made by the Knight of the Perilous Lance have Ignores Armour Saves when charging.
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The Perilous Lance
All attacks made by the Knight of the Perilous Lance have Ignores Armour Saves when charging.
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The Questing Vow
Models with the Questing's Vow have Immunity (Panic) caused by friendly models, may re-roll failed Psychology tests, and may only join units with the Knight's Vow or Questing Vow. In addition, they ignore I penalties from using great weapons in any turn that they charge, but they may not use any lance (unless specified).
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The Questing Vow
Models with the Questing's Vow have Immunity (Panic) caused by friendly models, may re-roll failed Psychology tests, and may only join units with the Knight's Vow or Questing Vow. In addition, they ignore I penalties from using great weapons in any turn that they charge, but they may not use any lance (unless specified).
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Tristan's Lance
Tristan may use a lance even though he has the Questing Vow.
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Tristan's Lance
Tristan may use a lance even though he has the Questing Vow.
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Truffle Madness
A unit with one or more Truffle Hounds must place them in the front rank of the unit along with any command group models and/or characters. They may be attacked separately from any other models in the unit.
The Truffle Hounds may be released in the Charge subphase of the Movement Phase, and do not need to test for Berserk Charge. The Truffle Hounds must then declare a charge as if they had failed their Berserk Rage test. After they have been released, they will automatically form their own unit of Skirmishers. From that point, they will keep having to declare charges as if they had failed their Berserk Rage whenever possible for the rest of the game.
Your opponent will only receive Victory Points for Truffle Hounds if the unit they were bought with is destroyed.
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Truffle Madness
A unit with one or more Truffle Hounds must place them in the front rank of the unit along with any command group models and/or characters. They may be attacked separately from any other models in the unit.
The Truffle Hounds may be released in the Charge subphase of the Movement Phase, and do not need to test for Berserk Charge. The Truffle Hounds must then declare a charge as if they had failed their Berserk Rage test. After they have been released, they will automatically form their own unit of Skirmishers. From that point, they will keep having to declare charges as if they had failed their Berserk Rage whenever possible for the rest of the game.
Your opponent will only receive Victory Points for Truffle Hounds if the unit they were bought with is destroyed.
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Valourous Ballads
At the start of each turn, you may declare which song Tristan is singing. The effects of that song last until the start of your next turn – you may then have Tristan continue singing the same song, or choose another. Tristan can only sing one song at once, and will cease singing immediately if he flees or is slain.
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Valourous Ballads
At the start of each turn, you may declare which song Tristan is singing. The effects of that song last until the start of your next turn – you may then have Tristan continue singing the same song, or choose another. Tristan can only sing one song at once, and will cease singing immediately if he flees or is slain.
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Wall Warden
A War Machine with a Wall Warden may re-roll one Artillery dice or failed To Hit roll once per game.
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Wall Warden
A War Machine with a Wall Warden may re-roll one Artillery dice or failed To Hit roll once per game.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Warrior of the Sands
Suliman causes Fear when charging.
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Warrior of the Sands
Suliman causes Fear when charging.
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