Ogre Khans

Ogre Khans

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
pendant l’étape 1.2 des Préparatifs avant le combat (« Rédiger une liste d’armée »), choisissez l’une des Règles de figurine suivantes et notez-la sur votre liste d’armée : itemize Charge dévastatrice (+1~Fo, +1~PA) Coup fatal Déchaînement (Fureur) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List: itemize First Strike (Fury) Lethal Strike Devastating Charge (+1~Str, +1~AP) itemize
Animal Master
The model gains Commanding Presence (12, ).
Maître de la faune
la figurine gagne Présence impérieuse (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Animal Master
The model gains Commanding Presence (12, ).
Paired Weapons
Paire d’armes
Paired Weapons
Paired Weapons
Armas Emparejadas
Coppia d’Armi
Paired Weapons
Paired Weapons
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Aura glaciale
les unités ennemies à 12″ d’au moins un subissent une pénalité de –3 en Agilité (jusqu’à un miminum de 1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Avant-garde#1~(#1~)
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes : itemize Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité. Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité. L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie. Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement. itemize Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3). Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones: itemize Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad. Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad. La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga. Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia. itemize Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3). Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Avanguardia#1~(#1)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Grand frère
le nombre de Points de vie de la figurine passe à 9 et les dimensions de son socle passent à 75100 . Les lancers de dés déterminant le nombre de touches de ses attaques de Piétinement sont maximisés.%
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Big Brother
The model’s PV are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Pisotón) is Maximizada.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
C’est un piège !
lorsqu’une unité ennemie effectue l’une ou l’autre des actions suivantes, elle subit #1D6 (2) touches de Fo 4, PA 1, Fixe : itemize[label=] Elle réussit une charge contre une unité contenant cette règle et qui est en contact avec un Décor. Elle entre en contact avec un Décor qui est en contact avec une unité contenant cette règle (alors qu’elle ne l’était pas). itemize Résolvez ces touches à la fin de l’action qui les a déclenchées. Une même unité ne peut subir plus d’une fois les effets de cette règle lors d’un même Tour de joueur (y compris s’il s’agit de plusieurs unités contenant chacune cette règle).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
Hand Cannon
Canon à bandoulière
Hand Cannon
Hand Cannon
Hand Cannon
Hand Cannon
Hand Cannon
Hand Cannon
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Chef de meute
les dimensions du socle de la figurine passent à 5050 mm, et la figurine remplace sa règle Exclusif (Yétis) par Exclusif. Tant que le rejoint une unité de , cette unité gagne Avant-garde~Mob), perd Indiscipliné, et il compte comme étant de la même Taille que l’unité pour ce qui est de l’allocation des Attaques à distance et des Attaques spéciales.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Leader of the Pack
The ’s base size is changed to 5050~. The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Cœur sauvage
la proportion minimale de points d’armée devant être consacrée à la catégorie « Base » est réduite à un miminum de min. #1 (20), et la Rareté des passe à «  ». La liste d’armée ne peut pas inclure les unités suivantes : , Khan, Fracasseurs, Canonniers, , avec , .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become . The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Thunder Cannon
Crache-tonnerre
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Cuir de granite
Les attaques avec qui sont portées contre la figurine voient leur valeur de « X » divisée par deux (arrondie à l’unité supérieure).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Tempête glaciale de Dengraï
la figurine peut lancer le sort Voile de brume (sort nº 3 du Druidisme) en tant que Sort lié (4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie. Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente. Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Giant Club
+1~Str, +1~AP.
Massue géante
+1~Fo, +1~PA.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Fue, +1~PA.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Scratapult
Jette-ferraille
Scratapult
Scratapult
Scratapult
Scratapult
Scratapult
Scratapult
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité). Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.). Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité). Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée. Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.). Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Toucher de givre
Les unités ennemies subissent une pénalité de –1 en Agilité (jusqu’à un minimum de 1) pour chaque unité contenant cette règle en contact avec elles.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3. Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3. Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Heart-Ripper
Arrache-cœur
Heart-Ripper
Heart-Ripper
Heart-Ripper
Heart-Ripper
Heart-Ripper
Heart-Ripper
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Résistance de l’aurochs
+1 en Endurance, . La figurine rate automatiquement tous ses jets de sauvegarde d’armure et de sauvegarde d’Ægide.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Baguette de bataille
Le porteur peut lancer le Sort lié suivant : Baguette de bataille : Valeur de lancement~(4+)Type : 18, Amélioration. Durée : Un tour. Effet : les Attaques de corps à corps standard de la cible gagnent un bonus de +1 pour toucher et Attaque magique.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Bastón de Batalla
El portador puede lanzar un Hechizo Vinculado único: Bastón de Batalla: Valor de Lanzamiento~(4+) Tipo: 18, Potenciación. Duración: Un Turno. Efecto: Los Ataques Estándar de Melé del objetivo ganan~+1 a impactar y Ataques Mágicos.
Scettro della Battaglia
Il portatore può lanciare un Incantesimo Infuso unico: Scettro della Battaglia: Valore di Lancio~(4+). Tipo: 18, Benedizione. Durata: Un Turno. Effetto: Gli Attacchi da Mischia Standard del bersaglio ottengono~+1 a colpire eAttacchi Magici.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touché par la Grâce
+1~Fo, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Toque de Grandeza
+1~Fue, +1~PA.
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Shield Breaker
+6~AP.
Brise-écus
+6~PA.
Shield Breaker
+6~AP.
Shield Breaker
+6~AP.
Rompeescudos
+6~PA.
Frantumascudi
+6~Pen.
Shield Breaker
+6~AP.
Shield Breaker
+6~AP.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Cape de camouflage
Se tient derrière. La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps. De plus, elle ne peut porter d’Attaques de soutien.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas. Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Ceinturon du lutteur
+1~Arm, +1~Fo, et Charge dévastatrice (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Chaîne du ravageur
Le porteur gagne Piétinement) (1D3+1)}, et toutes les figurines dans son unité doivent relancer les jets pour blesser ratés de leurs attaques de Piétinement)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Cœur de héros
+1 Att, toujours au moins Fo 5 et au moins PA 2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
Cuore dell’Eroe
+1~\AttackValueInitials, e sempre almeno \StrengthInitials~5 e AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Death Cheater
+1~Arm, and Regeneration (4+).
Trompe-la-mort
+1 en valeur d’Armure et Régénération (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Engañamuerte
+1~Arm y Regeneración (4+).
Mortifrago
+1~Arm e Rigenerazione (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscriptions mystérieuses
Déchaînement (Haine, Zèle).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Inscripciones Sobrenaturales
Primer Golpe (Odio, Fervor).
Iscrizioni Arcane
Primo Colpo (Odio, Zelo).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Exsanguinateur rituel
+1~Att. Tant que l’unité du porteur est engagée au corps à corps, il peut lancer le sort Main de gloire (sort nº 3 de l’Occultisme) en tant que Sort lié~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Ritual Bloodletter
+1~Att. While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
Yeti Furs
, Stri\-der.
Fourrure de yéti
, Guide.
Yeti Furs
, Stri\-der.
Yeti Furs
, Stri\-der.
Yeti Furs
, Stri\-der.
Yeti Furs
, Stri\-der.
Yeti Furs
, Stri\-der.
Yeti Furs
, Stri\-der.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Garde sauvage
+3 en valeur d’Armure. La valeur d’Armure du porteur ne peut jamais être supérieure à~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Khagadai’s Legacy
Multiple Wounds~(D3).
Héritage de Khagadaï
\textbf{Blessures multiples{} (1D3)}.
Khagadai’s Legacy
Multiple Wounds~(D3).
Khagadai’s Legacy
Multiple Wounds~(D3).
Khagadai’s Legacy
Multiple Wounds~(D3).
Khagadai’s Legacy
Multiple Wounds~(D3).
Khagadai’s Legacy
Multiple Wounds~(D3).
Khagadai’s Legacy
Multiple Wounds~(D3).
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Lygur’s Tongue
Afflict (2~Off).
Langue de Lygur
Contact (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Lygur’s Tongue
Afflict (2~Off).
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Malédiction de la vipère
Attaque empoisonnée (Corps à corps et tir) ; le nombre de Tirs passe à 4, la Force à 4 et la Pénétration d’armure à 2. Touche toujours sur 4+. Cette arme ne peut pas bénéficier des règles Attaque de zone, Touche directe.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Viper’s Curse
Poison Attacks (Melee \& Shooting). Shots~4, Str~4, AP~2, and always hits on~4+. It cannot benefit from Area Attack, Direct Hit.
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Mammoth-Hide Cloak
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Parchemin de drain
Usage unique. Durée : Immédiat. Peut être activé lors de la Phase de magie ennemie, juste après avoir Évacué la magie excédentaire : votre adversaire perd immédiatement un Dé de magie.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Pergamino de Drenaje
Un solo uso. Duración: Instantáneo. Puede activarse en la Fase de Magia del oponente, inmediatamente después de Exceso de Magia: el oponente inmediatamente descarta 1~Dado de Magia.
Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Parchemin de pouvoir
Usage unique. Durée : Immédiat.Peut être utilisé immédiatement après avoir pris connaissance du résultat d’un Jet de lancement (Lancer les dés (« Lancer des sorts », étape 5.A)) : le porteur peut ajouter un Dé de magie supplémentaire gratuit à ce Jet de lancement. La limite de cinq Dés de magie par Jet de lancement reste cependant d’application.Remarque : l’utilisation de cet objet peut provoquer un Fiasco.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Pergamino de Poder
Un solo uso. Duración: Instantáneo. Puede activarse inmediatamente después de ver el resultado de una Tirada de Lanzamiento (paso 3 de la secuencia de Lanzamiento de Hechizos – Tirar Dados): el portador puede añadir un Dado de Magia adicional a esta Tirada de Lanzamiento. Este es un dado extra independiente de la Reserva de Dados de Magia. El límite de cinco Dados de Magia se sigue aplicando. Nota: el uso de un Pergamino de Poder puede provocar una Disfunción.
Pergamena del Potere
Un solo uso. Durata: Istantaneo. Può essere usata immediatamente dopo un Tentativo di Lancio: il portatore può aggiungere un Dado Magia gratuito a questo Tentativo di Lancio. Si applica comunque il limite massimo dei 5 Dadi Magia. Nota: l’uso di una Pergamena del Potere può scatenare un Incidente di Lancio.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion de guérison
Usage unique. Durée : Immédiat. La figurine du porteur récupère 1 Point de vie.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Poción de Curación
Un solo uso. Duración: Instantáneo. La miniatura del portador Recupera 1~PV.
Pozione di Guarigione
Un solo uso. Durata: Istantaneo. Il modello del portatore Recupera 1~PV.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion de préservation du pouvoir
Usage unique. Durée : Immédiat. Peut être utilisé immédiatement après qu’un Jet de lancement de sort ou de dissipation a échoué (en raison d’un résultat insuffisant donné par les dés) : ne défaussez pas les Dés de magie utilisés pour ce jet.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Talisman of Shielding
Aegis (5+).
Talisman de protection
Ægide (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismán de Escudo
Égida (5+).
Talismano di Protezione
Egida (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman du Vide
Canalisation (1). Cet objet ne peut être utilisé que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 2 (sans tenir compte de la Canalisation conférée par cet objet).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Bannière du courage
L’unité du porteur peut relancer ses Tests de panique ratés. Si le Général ou le porteur de la Grande Bannière se trouve dans l’unité du porteur, à la place, elle réussit automatiquement tous ses Tests de panique.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Estandarte de Coraje
La unidad del portador puede repetir los Chequeos de Pánico fallidos. Si el Portaestandarte de Batalla o el General son parte de la unidad del portador, esta supera automáticamente los Chequeos de Pánico en su lugar.
Vessillo della Disciplina
L’unità del portatore può ripetere i Test di Panico falliti. Se l’unità invece include l’Alfiere da Battaglia o il Generale, essa supera automaticamente i Test di Panico.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Bannière de célérité
Une unité qui contient une Bannière de célérité gagne +1″ en Vitesse de charge et en Mobilité.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Estandarte de Velocidad
Una unidad que contenga un Estandarte de Velocidad gana +1~Velocidad de Carga y +1~Movilidad.
Vessillo della Velocità
Un’unità contenente un Vessillo della Velocità ottiene +1~Velocità di Carica e +1~Mobilità.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Bannière des Gyengghets
L’unité du porteur gagne Déchaînement (relance les jets de ‘1’ pour toucher et blesser).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Bannière ardente
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : l’unité du porteur gagne Attaque enflammée.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Bannière du refuge
Contre les attaques dont la Pénétration d’armure est inférieure ou égale à 3, les chances de l’unité du porteur de réussir leurs jets de sauvegarde d’armure sont toujours d’au moins de 6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Bannière du rôdeur
L’unité du porteur gagne Guide.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Estandarte del Acechador
La unidad del portador gana Cruzar.
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Skull of Qenghet
The bearer’s unit gains Terror.
Crâne de Tchenghet
L’unité du porteur gagne Terreur.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Oriflamme de la Grande Prairie céleste
Les jets de Portée de charge de l’unité du porteur sont maximisés, et ses jets de Distance de fuite sont minimisés.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.

Units od the army

EN FR DE PL ES IT ZH RU
Great Khan
Grand Khan
Great Khan
Great Khan
Great Khan
Great Khan
Great Khan
Great Khan
Khan
Khan
Khan
Khan
Khan
Khan
Khan
Khan
Shaman
Chamane
Shaman
Shaman
Shaman
Shaman
Shaman
Shaman
Mammoth Hunter
Chasseur de mammouths
Mammoth Hunter
Mammoth Hunter
Mammoth Hunter
Mammoth Hunter
Mammoth Hunter
Mammoth Hunter
Tusker (Mount)
Lonchodonte (monture)
Tusker (Mount)
Tusker (Mount)
Tusker (Mount)
Tusker (Mount)
Tusker (Mount)
Tusker (Mount)
Rock Aurochs (mount)
Auroch de pierre (monture)
Rock Aurochs (mount)
Rock Aurochs (mount)
Rock Aurochs (mount)
Rock Aurochs (mount)
Rock Aurochs (mount)
Rock Aurochs (mount)
Tribesmen
Guerriers tribaux
Tribesmen
Tribesmen
Tribesmen
Tribesmen
Tribesmen
Tribesmen
Bruisers
Fracasseurs
Bruisers
Bruisers
Bruisers
Bruisers
Bruisers
Bruisers
Scraplings
Grappilleurs
Scraplings
Scraplings
Scraplings
Scraplings
Scraplings
Scraplings
Sabretooth Tigers
Tigres à dents de sabre
Sabretooth Tigers
Sabretooth Tigers
Sabretooth Tigers
Sabretooth Tigers
Sabretooth Tigers
Sabretooth Tigers
Scrapling Trappers
Braconniers grappilleurs
Scrapling Trappers
Scrapling Trappers
Scrapling Trappers
Scrapling Trappers
Scrapling Trappers
Scrapling Trappers
Yetis
Yétis
Yetis
Yetis
Yetis
Yetis
Yetis
Yetis
Kin-Eater
Mange-frères
Kin-Eater
Kin-Eater
Kin-Eater
Kin-Eater
Kin-Eater
Kin-Eater
Tusker Cavalry
Lonchodontes montés
Tusker Cavalry
Tusker Cavalry
Tusker Cavalry
Tusker Cavalry
Tusker Cavalry
Tusker Cavalry
Mercenary Veterans
Mercenaires vétérans
Mercenary Veterans
Mercenary Veterans
Mercenary Veterans
Mercenary Veterans
Mercenary Veterans
Mercenary Veterans
Mercenary Gunners
Flingueurs mercenaires
Mercenary Gunners
Mercenary Gunners
Mercenary Gunners
Mercenary Gunners
Mercenary Gunners
Mercenary Gunners
Bombardiers
Canonniers
Bombardiers
Bombardiers
Bombardiers
Bombardiers
Bombardiers
Bombardiers
Thunder Cannon
Crache-tonnerre
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Thunder Cannon
Scratapult
Jette-ferraille
Scratapult
Scratapult
Scratapult
Scratapult
Scratapult
Scratapult
Rock Aurochs
Auroch de pierre
Rock Aurochs
Rock Aurochs
Rock Aurochs
Rock Aurochs
Rock Aurochs
Rock Aurochs
Frost Mammoth
Mammouth de givre
Frost Mammoth
Frost Mammoth
Frost Mammoth
Frost Mammoth
Frost Mammoth
Frost Mammoth
Mercenary Giant
Géant mercenaire
Mercenary Giant
Mercenary Giant
Mercenary Giant
Mercenary Giant
Mercenary Giant
Mercenary Giant