Dwarven Holds

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Crossbow
Shots 1, Range 30″, Str 4, AP 1.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Fly
A unit composed entirely of models with Fly ignores all Terrain Features and units during Charge, Failed Charge, Advance and March moves, except for the Charged unit during a Successful Charge move. It must follow the Unit Spacing (see page 14 ) rules at the end of the move and is normally affected by the effects of the Terrain Feature from which it starts or ends its movement.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Forge Repeater
Shots 4, Range 18″, Str 5, AP 2, no Aim modifier for Moving and Shooting.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Rune Craft Mastery
Melee Attacks from models in the unit gain +1 AP. Only one Runic Smith may choose Adept or Master.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Shield Wall
The model gains Aegis (6+) against Melee Attacks from enemy models in the unit’s Front Facing.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
Vanguard
After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling. If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
War Platform
The character can be joined to units with smaller base size, by replacing the appropriate number of R&F models. The combined size of the replaced models must match the size of the War Platform. The Character does not contribute to the number of Ranks of the combined unit. The Character must be placed in the centre of the unit’s front rank and may not Swap Places .
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.
Weapon Master
At the start of each Round of Combat, the unit may declare it will perform its Melee Attacks using these attributes: Att 1, Off 4, Str 6, AP 3, Agi 0.

Magic Items usable by the army

EN FR DE PL ES IT

Magic Standards usable by the army

EN FR DE PL ES IT

Units od the army

EN FR DE PL ES IT
Shield Bearers
Shield Bearers
Shield Bearers
Shield Bearers
Shield Bearers
Shield Bearers
Runic Smith
Runic Smith
Runic Smith
Runic Smith
Runic Smith
Runic Smith
Thane
Thane
Thane
Thane
Thane
Thane
Clan Marksmen
Clan Marksmen
Clan Marksmen
Clan Marksmen
Clan Marksmen
Clan Marksmen
Clan Warriors
Clan Warriors
Clan Warriors
Clan Warriors
Clan Warriors
Clan Warriors
Greybeards
Greybeards
Greybeards
Greybeards
Greybeards
Greybeards
Hold Guardians
Hold Guardians
Hold Guardians
Hold Guardians
Hold Guardians
Hold Guardians
Seekers
Seekers
Seekers
Seekers
Seekers
Seekers
Steam Copter
Steam Copter
Steam Copter
Steam Copter
Steam Copter
Steam Copter