Church of Sunna

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
Fanatical
The unit cannot declare a Flee reaction, and automatically passes all Panic and Break test.
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.
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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Insignificant
The unit only causes Panic Tests on friendly units with Insignificant. A unit joined by a Character is no longer Insignificant.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Multiple Wounds
Unsaved Wounds caused by attacks with Multiple Wounds are multiplied into the value indicated in parentheses. The amount of Wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the Target (ignoring Wounds suffered previously in the battle). For example, if a Multiple Wounds (3) attack wounds a model with 2 Health Points, this is reduced to 2 Wounds.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
Prayers
The model can cast the army-specific spells Sunna's Blessing, Ullor's Blessing and Vollund's Blessing.
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.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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.

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
Horse
Horse
Horse
Horse
Horse
Horse
War Altar
War Altar
War Altar
War Altar
War Altar
War Altar
Prelate
Prelate
Prelate
Prelate
Prelate
Prelate
Inquisitor
Inquisitor
Inquisitor
Inquisitor
Inquisitor
Inquisitor
Crossbowmen
Crossbowmen
Crossbowmen
Crossbowmen
Crossbowmen
Crossbowmen
Halberdiers
Halberdiers
Halberdiers
Halberdiers
Halberdiers
Halberdiers
Militia
Militia
Militia
Militia
Militia
Militia
Flagellants
Flagellants
Flagellants
Flagellants
Flagellants
Flagellants
Mounted Chasseurs
Mounted Chasseurs
Mounted Chasseurs
Mounted Chasseurs
Mounted Chasseurs
Mounted Chasseurs
Arcane Engine
Arcane Engine
Arcane Engine
Arcane Engine
Arcane Engine
Arcane Engine