Correspondence of translations with another language
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Egida
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Aegis
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Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Antichi Alleati
La somma dei valori Antichi Alleati indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 1500 Punti dell'esercito, arrotondando per eccesso.
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Ancient Allies
The sum of the Ancient Allies values stated in brackets of all models in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
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Arco
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Bow
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Arco Lungo
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
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Longbow
Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide
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Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Armatura Leggera
armatura +1
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Light Armour
Armor +1
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Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Attacco a Soffio
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Breath Attack
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Attacchi Infuocati
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Attacchi di Calpestamento
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Stomp Attacks
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Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Beast
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Beast
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Bersaglio Difficile
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Hard Target
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Ferite Multiple
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Combattere su Rango Extra
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Fight in Extra Rank
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Conclave di Maghi
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.
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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.
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Construct
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Construct
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Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Disciplined
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Disciplined
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Rapido a Tirare
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Quick to Fire
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Dragonforged Armour
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
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Dragonforged Armour
Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.
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Esploratore
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Elf
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Elf
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Elven Bolt Thrower
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
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Elven Bolt Thrower
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2
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Elven Finesse
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Elven Finesse
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Emplacement
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Emplacement
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Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Esclusivo
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Exclusive
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Miasma Incantato
Questo Attributo di Attacco può essere usato soltanto con Coppie d'Armi o Archi Lunghi. Quando un'unità è colpita da attacchi con Miasma Incantato, [b]deve[/b] eseguire un test di Resilienza per ogni colpo, usando la Resilienza posseduta dalla frazione maggiore dei modelli nell'unità. In caso di pareggio, usa il valore più alto. Se uno o più Test di Resilienza vengono falliti, tutti i modelli dell'unità sono influenzati da Miasma Incantato fino all'inizio del successivo Turno del Giocatore del Giocatore Attivo. Un modello influenzato da una o più istanze di Miasma Incantato subisce un modificatore di -1 per colpire (sia per gli Attacchi da Tiro sia per gli Attacchi da Corpo a Corpo)
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Fae Miasma
This Attack Attribute can only be used with Longbows and Paired Weapons. When a unit is hit by attacks with Fae Miasma, it [b]must[/b] take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has. Use the higher value in case of a tie. If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by one or more instances of Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Fuga Simulata
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.
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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.
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First Strike
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First Strike
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Strali di Luna
Questo Attributo di Attacco può essere usato soltanto con Archi o Archi Lunghi non Incantati. Gli attacchi diventano [b]Attacchi Infuocati[/b] e [b]Attacchi Magici[/b], inoltre la loro Forza è [b]fissata[/b] a 4 la loro Penetrazione Armatura è [b]fissata[/b] a 1.
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Moonlight Arrows
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b], and have their Strength [b]set[/b] to 4 and their Armour Penetration [b]set[/b] to 1.
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Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Valoroso
Il modello è immune agli effetti di Paura. Se più di metà dei modelli in un'unità possiede Valoroso, quell'unità passa automaticamente i Test di Panico causati da Terrore.
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Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically passes Panic Tests caused by Terror.
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Lancia Pesante
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Picca
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Spear
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Lancia Leggera
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Light Lance
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Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Lion’s Fur
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
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Lion’s Fur
Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.
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Maestro dell'Arcano
Il Valore di Lancio degli incantesimi lanciati dal Mago è ridotto di 1. Per i tiri di lancio con un singolo Dado Magia, un risultato naturale di '1' o '2' è sempre un Tentativo di Lancio fallito, a prescindere dai modificatori.
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Master of Spellcrafting
The Wizard's spells have their Casting Value reduced by 1.
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Meeting of Minds
The Dragon model part gains Channel (1).
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Meeting of Minds
The Dragon model part gains Channel (1).
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Metal Armour
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Metal Armour
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Mount
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Mount
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rinascita
La prima volta in cui una Fenice perde il suo ultimo Punto Vita, il suo proprietario [b]deve[/b] tirare un D6. Questo tiro ha successo con un risultato di 5+ (o 3+ se il modello possiede Vincolo del Custode): • Rimuovi il modello come perdita, ma colloca un segnalino sul centro della posizione finale del modello. • Nel successivo Turno del Giocatore, all'inizio del passo 3 della Sequenza della Fase di Movimento (dopo avere Chiamato a Raccolta le unità in fuga), posiziona nuovamente il modello sul Campo di Battaglia. Il centro del modello [b]deve[/b] essere posizionato entro 3" dal segnalino e il modello [b]deve[/b] essere collocato ad almeno 1" da altre unità e Terreni Intransitabili, rivolto in una qualunque direzione. • Se il modello non può essere posizionato seguendo queste regole, non può tornare per il resto della partita. • Il modello tornato è il medesimo modello che ha lasciato il gioco, incluso qualsiasi effetto in corso (come gli incantesimi che influenzano il modello), eccetto che torna sempre con 1 Punto Vita e conta come Chiamato a Raccolta nel caso stesse Fuggendo durante la perdita dell'ultimo Punto Vita (ed è quindi Scosso fino alla fine del Turno del giocatore). • l modello non assegna Punti Vittoria per essere stato Distrutto se alla fine della partita possiede almeno un Punto Vita. Se il tiro fallisce, segui le consuete regole (ovvero il modello viene rimosso come perdita).
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Rebirth
When the model loses its last Health Point, unless it is a Summoned model, the owner [b]must[/b] roll a D6. The roll is successful on a roll of 5+ (or 3+ if the model has Warden's Bond):
• Before removing the model as a casualty, mark the centre of its final position.
• At the start of the next friendly Movement Phase, Summon a new Phoenix within 3" of the marked point. The Summoned model has the same upgrades as the original Phoenix. Immediately after being deployed, the model loses 4 Health Points, which cannot be prevented in any way.
If the roll fails, the model is removed as a casualty as normal.
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Resistance
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Resistance
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Sky Reaper
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
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Sky Reaper
Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.
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Stand and Shoot
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Stand and Shoot
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Metallo Astrale
La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
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Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds, the number of wounds is halved, rounding fractions up.
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Cristallo di Ametista
I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
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Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Anello del Trono Perlaceo
Dopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
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Scroll of the Pearl Throne
Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.
If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Scheggia dell'Alba Rovente
Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano [b]Attacchi Magici[/b]. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
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Sliver of the Blazing Dawn
+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.
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Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
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Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
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Pergamena vincolante
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Libro di Meladys
Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
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Book of Meladys
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.
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Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Mimic Cloak
Stand Behind
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Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
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Cuore del Legno di Elu
Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e [b]Attacchi Magici[/b].
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Elu's Heartwood
Shots 3, Str as user +1, and AP as user +1.
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Conflagrazione Stellare
Gli attacchi effettuati con quest'arma ottengono [b]Carica Devastante (+1 Att)[/b] e [b]Colpo Letale[/b]. Inoltre, essi diventano [b]Attacchi Divini[/b] e [b]Attacchi Magici[/b]. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
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Nova Flare
Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.
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Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
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Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
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Flagello dei Demoni
Il portatore ottiene +2 Armatura, contro Attacchi Magici.
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Daemon's Bane
+2 Arm against Magical Attacks.
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Destrezza ultraterrena
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
+3 Def and +3 Off.
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Diadema della Salvaguardia
Il portatore ottiene [b]Egida (+2, max 4+)[/b].
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Diadem of Protection
Aegis (+2, max 4+).
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
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Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
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Elemental Blade
+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
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Elemental Blade
+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
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Essenza di una mente libera
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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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.
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Ghostly Guard
+2 Arm against non-Magical Attacks.
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Ghostly Guard
+2 Arm against non-Magical Attacks.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Veste Scintillante
Il portatore ottiene [b]Egida (3+)[/b]. Inoltre, l'Armatura del portatore è [b]fissata[/b] ad 1 e non può [b]mai[/b] essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
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Gleaming Robe
Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.
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Sterminatrice di re
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Pietra d'ossidiana
The bearer gains Magic Resistance (2).
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Obsidian Rock
Magic Resistance (2).
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Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion of Swiftness
+3 Agi.
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Protezione di Dorac
Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
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Protection of Dorac
+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Sigil of Protection
+1 Arm.
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Sigil of Protection
+1 Arm.
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Talismano di protezione
The bearer gains Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talismano del vuoto
The bearer gains Channel (1).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Tocco di grandigia
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Touch of Greatness
+1 Str and +1 AP.
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Vessillo della Quiete
Durante il passo Incanalare il Belo di ogni Fase Magica Nemica, prima di convertire i Segnalini Velo in Dadi Magia, rimuovi un Segnalino Velo dalla riserva di Segnalini Velo nemica e aggiungi un Segnalino Velo alla tua riserva di Segnalini Velo.
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Banner of Becalming
In the opponent’s Magic Phase, after Excess Magic has been rolled, remove one dice from the opponent’s dice pool.
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Stendardo del Navigatore
Durante il Primo Round di Combattimento, i modelli R&F nell'unità del portatore ottengono [b]Distrarre[/b] contro gli attacchi dei nemici Ingaggiati sul Fronte dell'unità del portatore.
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Navigator's Banner
The bearer’s unit gains First Strike (Aegis (5+)).
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Orifiamma di Ryma
Le parti di modello R&F senza Imbrigliato in un'unità con una o più Orifiamme di Ryma ottengono [b]Carica Devastante (+1 For)[/b]. Inoltre, tutti i modelli di Fanteria nell'unità ottengono [b]Carica Devastante (+1" Ava)[/b].
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War Banner Of Rymâ
A unit with one or more War Banners of Rymâ gains +1″ Cha and Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Str).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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