Vampire Covenant

Vampire Covenant

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Adept
This Wizard knows the first and second spells of its chosen Path of Magic.
Arise!
The model knows the Army-specific spell Arise!.
Arise!
The model knows the Army-specific spell Arise!.
Arise!
The model knows the Army-specific spell Arise!.
Arise!
The model knows the Army-specific spell Arise!.
Arise!
The model knows the Army-specific spell Arise!.
Arise!
The model knows the Army-specific spell Arise!.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Autonomous
Models with this rule may March as normal, ignoring the restrictions for being Undead.
Conclave
This Wizard knows the spell(s) indicated in brackets.
Conclave
This Wizard knows the spell(s) indicated in brackets.
Conclave
This Wizard knows the spell(s) indicated in brackets.
Conclave
This Wizard knows the spell(s) indicated in brackets.
Conclave
This Wizard knows the spell(s) indicated in brackets.
Conclave
This Wizard knows the spell(s) indicated in brackets.
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.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are 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.
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.
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.
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.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Poison
If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
Skeletal Steed
The model gains Fly and is mounted on a Warhorse (see Bestiary).
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.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Undead
Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence. At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
Unstable
Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.

Magic Items usable by the army

EN FR DE PL ES IT

Magic Standards usable by the army

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Units od the army

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Necromancer
Necromancer
Necromancer
Necromancer
Necromancer
Necromancer
Skeletal Steed
Skeletal Steed
Skeletal Steed
Skeletal Steed
Skeletal Steed
Skeletal Steed
Vampire Courtier
Vampire Courtier
Vampire Courtier
Vampire Courtier
Vampire Courtier
Vampire Courtier
Ghouls
Ghouls
Ghouls
Ghouls
Ghouls
Ghouls
Dire Wolves
Dire Wolves
Dire Wolves
Dire Wolves
Dire Wolves
Dire Wolves
Zombies
Zombies
Zombies
Zombies
Zombies
Zombies
Barrow Guard
Barrow Guard
Barrow Guard
Barrow Guard
Barrow Guard
Barrow Guard
Spectral Hunters
Spectral Hunters
Spectral Hunters
Spectral Hunters
Spectral Hunters
Spectral Hunters
Varkolak
Varkolak
Varkolak
Varkolak
Varkolak
Varkolak