Daemon Legions

Daemon Legions

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à la figurine avec cette règle subissent une pénalité de -1 pour toucher. Cette pénalité ne peut pas être combinée avec un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Abyssal Armour
Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.
Armure abyssale
Armure. Suit les règles de l’Armure de plates. De plus, les attaques portées contre le porteur subissent une pénalité de −1 en Pénétration d’armure pour chaque marqueur « Voile » dans la réserve de marqueurs « Voile » de son propriétaire.
Abyssal Armour
Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.
Abyssal Armour
Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.
Abyssal Armour
Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.
Abyssal Armour
Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.
Acid Blood
Special Attack. For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Sang acide
Attaque spéciale. Pour chaque Point de vie que la figurine perd du fait d’une Attaque de mêlée, la figurine qui a infligé la touche responsable de cette perte de Point de vie subit 2 touches avec Attaque toxique.
Acid Blood
Special Attack. For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Acid Blood
Special Attack. For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Acid Blood
Special Attack. For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Acid Blood
Special Attack. For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Aegis
Ægide
Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. – Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. – Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
Aether Battery
Volley Gun Artillery Weapon. Range 18", Shots 2D6*2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Batterie éthérée
Arme d’artillerie. Batterie de tir. Portée 18″, Tirs 2D6×2, Fo 4, PA 1. Avant de lancer les dés pour déterminer le nombre de tirs, le propriétaire peut décider de défausser de 1 à 3 marqueurs « Voile » de sa réserve de marqueurs « Voile ». Dans ce cas, le nombre de tirs est augmenté de +3 par marqueur « Voile » ainsi défaussé.
Aether Battery
Volley Gun Artillery Weapon. Range 18", Shots 2D6*2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Aether Battery
Volley Gun Artillery Weapon. Range 18", Shots 2D6*2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Aether Battery
Volley Gun Artillery Weapon. Range 18", Shots 2D6*2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Aether Battery
Volley Gun Artillery Weapon. Range 18", Shots 2D6*2, Str 4, AP 1. Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.
Tall
Une tête au dessus
La figurine compte comme ayant une Taille supérieure d'un cran (jusqu'à Gigantesque) pour déterminer les Lignes de vue et les Couverts par rapport aux autres figurines de la même Taille sans la règle Une tête au dessus.
Überragend
Tall
Alto
Alto
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnaché
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Contenidos
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Imbrigliato
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Peur
Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Mago Apprendista
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Ardeur guerrière
Attaques & Armes, Mêlée Si une attaque avec cette règle touche avec un résultat non modifié de '6', l'attaque inflige deux touches au lieu d'une.
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Estasi della Battaglia
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir la règle « Parade ».
Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Crush Attack
Attaque écrasante
Attaques & Armes, Mêlée L'élément de figurine avec cette règle, ou qui utilise une Arme avec cette règle, peut échanger toutes ses Attaques de corps à corps contre une unique Attaque de corps à corps. Elle ne peut pas être portée comme Attaque de soutien. Elle est résolue au Palier d'initiative 0 avec une Force de 10, Pénétration d'armure 10 (quelles que soient l'Agilité, la Force et la Pénétration d'armure de la figurine) et la règle Blessures multiples (1D3+1). Une Attaque écrasante ne bénéficie jamais des Armes et Attributs d'attaque de l'élément de figurine. La figurine peut utiliser ses Attaques spéciales comme le Piétinement ou les Touches d'impact.
Zerschmet- tern
Crush Attack
Ataque Aplastador
Attacco Distruttivo
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attaque empoisonnée
Attaques & Armes, Mêlée, Tir : Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de '6'. Une Attaque de tir suivant la règle Tir désespéré blesse automatiquement si le premier jet pour toucher a donné un résultat naturel de '6'. Notez que le second jet pour toucher doit toujours réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec la règle Attaque de zone, Attaque pénétrante ou Ardeur guerrière par exemple), seule une touche au choix de l'attaquant blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attacchi Venefici
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Touches d'impact
Au palier d'initiative 10, un élément de figurine avec cette règle doit choisir une unité ennemie en contact socle à socle sur son Front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d'armure de l'élément de figurine attaquant. Si une figurine dispose d'Attaques de broyage et de Touches d'impact, elle ne peut utiliser qu'une des deux règles au choix lors d'une même Manche de combat (le choix revient au joueur contrôlant la figurine). Seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d'une figurine combinée peuvent utiliser ses Touches d'impact. Quand plusieurs figurines d'une même unité utilisent cette règle, et si X est un nombre aléatoire (Touches d'impact (1D6) par exemple), déterminez le nombre de touches de chaque instance de la règle séparément.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avant-garde
Après le Déploiement (y-compris des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″. Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc. La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité. Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement. Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur. Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. Si les deux joueurs désirent faire des déplacements d'Avant-garde, ils alternent les déplacements, une unité après l'autre, en commençant par le joueur qui a fini de se déployer en dernier. Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Avert Your Gaze
Universal Rule. Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Détournez le regard !
Règle universelle. Les unités ennemies dans un rayon de 6″ d’une ou plusieurs figurines avec Détournez le regard ! subissent une pénalité de −2 en Discipline lorsqu’elles effectuent un Test de reformation de combat.
Avert Your Gaze
Universal Rule. Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Avert Your Gaze
Universal Rule. Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Avert Your Gaze
Universal Rule. Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Avert Your Gaze
Universal Rule. Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher. Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
Mountain Breaker
Universal Rule. The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Brise-montagne
Règle universelle. La figurine gagne +1D3″ en valeur de Mouvement simple lorsqu’elle effectue un jet de Portée de charge sur une unité entièrement composée de figurines avec Présence imposante. De plus, les Touches d’impact de la figurine gagnent Blessures multiples (1D3, contre Présence imposante).
Mountain Breaker
Universal Rule. The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Mountain Breaker
Universal Rule. The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Mountain Breaker
Universal Rule. The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Mountain Breaker
Universal Rule. The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).
Cannot be Stomped
Ne peut être piétiné
Une figurine avec cette règle n’est jamais considérée d’une taille Standard contre les Attaques de piétinement d’une figurine ennemie.
Kann nicht getrampelt werden
Cannot be Stomped
Inmune a Golpetazos
Non Può Essere Calpestato
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires. Toute armée se doit d'avoir quelques Unités de capture pour pouvoir disputer les Objectifs secondaires, c'est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d'armée par la présence d'un icône représentant un fanion : La règle Capture peut être perdue au cours d'une partie : ● Une unité perd la règle Capture tant qu'elle est en fuite. ● Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie. ● Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu'à la fin du Tour de joueur.
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Unidad que Puntúa
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Charge dévastatrice
Attaques & Armes, Mêlée Si un élément de figurine ayant cette règle charge (ou s'il utilise une arme avec cette règle), alors il gagne la Règle de figurine et les modificateurs de Caractéristique précisés entre parenthèses. Par exemple, une figurine en charge avec Charge dévastatrice (+1 Force, Attaques empoisonnées) gagne +1 en Force et des Attaques empoisonnées lors de sa charge. Cette règle est cumulative : une figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d'attaques et tous leurs modificateurs lorsqu'il charge.
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carga Devastadora
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carica Devastante
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Colossal Stature
Universal Rule. The model counts as Gigantic for the purpose of determining the number of Full Ranks.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Coup fatal
Attaques & Armes, Mélée : Si une attaque avec cette règle blesse avec un jet pour blesser naturel à 6+, alors sa Pénétration d'armure est fixée à 10 et ignore les Sauvegardes de régénération.
Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Colpo Letale
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Fight in Extra Rank
Combat sur un rang supplémentaire
Attaques & Armes, Mêlée L'élément de figurine avec cette règle (ou utilisant une arme avec cette règle) peut porter des Attaques de Soutien depuis un rang supplémentaire. Cela permettra normalement aux figurines avec cette règle de porter des attaques depuis les trois premiers rangs. Cette règle est cumulable, permettant à un rang supplémentaire d'attaquer pour chaque instance de la règle.
Kämpft aus zusätzlichem Glied
Fight in Extra Rank
Luchar con Filas Adicionales
Combattere su Rango Extra
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Conclave de magiciens
Le Champion d'une unité avec cette règle gagne +1 Point de vie en plus des augmentations de Caractéristiques normalement associées aux Champions. Il devient un Adepte magicien. Il connaît des sorts prédéterminés qui sont précisés entre parenthèses après la règle Conclave de magiciens. Cette règle fait exception à la règle de Sélection des sorts d'un Adepte magicien.
Zauberkonklave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Cónclave Mágico
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Conclave di Maghi
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Know Thyself
Universal Rule. At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Connais-toi toi-même
Règle universelle. Au début du Palier d’initiative au cours duquel les Attaques de corps à corps du porteur doivent être portées, désignez un élément de figurine de chaque figurine ennemie en contact et ajoutez leurs valeurs d’Attaque respectives non modifiées à la valeur d’Attaque de l’Imposteur de Kuulima. À la fin de chaque Phase de combat, la valeur d’Attaque du porteur passe à 1.
Know Thyself
Universal Rule. At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Know Thyself
Universal Rule. At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Know Thyself
Universal Rule. At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Know Thyself
Universal Rule. At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the bearer’s Attack Value is set to 1.
Tightening Grasp
Special Attack. The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Constricteur
Attaque spéciale. La figurine gagne Attaques de broyage (X), et peut effectuer des Attaques de broyage en tant qu’Attaque de soutien, ignorant le nombre maximal d’Attaques de soutien. Lorsque la figurine n’est pas engagée au combat, « X » passe à 0. À la fin de chaque Manche de combat d’un combat dans lequel la figurine était engagée, « X » est augmenté de +1 (ex. : Attaques de broyage (0) devient Attaques de broyage (1)).
Tightening Grasp
Special Attack. The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Tightening Grasp
Special Attack. The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Tightening Grasp
Special Attack. The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Tightening Grasp
Special Attack. The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique. De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur.
Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Course rapide
Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite. En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre son Bonus de rangs ou la règle Indomptable à cause des Décors. Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la figurine n'est considérée comme possédant cette règle que lorsqu'elle interagit avec ce ou ces types de Décors.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Dark Fire
Shooting Weapon. Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Sombrefeu
Arme de tir Portée 18″, Tirs 2, Fo 4, PA 0, Tir précis. Les jets de sauvegarde d’armure contre les blessures provoquées par le Sombrefeu échouent toujours sur un résultat naturel de ‘1’, ‘2’ ou ‘3’.
Dark Fire
Shooting Weapon. Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Dark Fire
Shooting Weapon. Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Dark Fire
Shooting Weapon. Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Dark Fire
Shooting Weapon. Range 18″, Shots 2, Str 4, AP 0. Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Devour
Personal Protection. For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Dévoreur
Protection personnelle Pour chaque perte de Point de vie provoquée par les Attaques de corps à corps de cette figurine, lancez 1D6 à la fin de son Palier d’initiative. Pour chaque résultat de 4+, la figurine gagne +1 Point de vie. Si cette figurine atteint 18 Points de vie, toutes les unités à 9″ ou moins subissent immédiatement 2D6 touches avec Attaques toxiques, et cette figurine est retirée comme perte.
Devour
Personal Protection. For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Devour
Personal Protection. For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Devour
Personal Protection. For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Devour
Personal Protection. For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty
Divine Right
Universal Rule. The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Droit divin
Règle universelle. La figurine ne peut rejoindre d’unités contenant d’autres Personnages, et aucun Personnage ne peut rejoindre son unité. Le porteur doit provoquer un Duel à chaque fois qu’il le peut. Les Duels provoqués par cette figurine doivent (si possible) être acceptés par un Personnage, à moins qu’un Champion ne les accepte d’abord. De plus, lors d’un Duel, cette figurine gagne Blessures multiples (2) et Coup fatal.
Divine Right
Universal Rule. The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Divine Right
Universal Rule. The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Divine Right
Universal Rule. The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Divine Right
Universal Rule. The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).
Dominion of Envy
Universal Rule. The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Emprise de l’Envie
Règle universelle. Les Attaques de corps à corps de la figurine allouées à des figurines équipées d’une Arme de corps à corps autre qu’une Arme de base (qu’elles l’utilisent ou non) gagnent +2 en Capacité offensive.
Dominion of Envy
Universal Rule. The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Envy
Universal Rule. The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Envy
Universal Rule. The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Envy
Universal Rule. The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
Dominion of Gluttony
Universal Rule. The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Emprise de la Gloutonnerie
Règle universelle. La figurine doit relancer les jets ratés de ses Attaques de mêlée qui ont obtenu un résultat naturel de ‘1’.
Dominion of Gluttony
Universal Rule. The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Dominion of Gluttony
Universal Rule. The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Dominion of Gluttony
Universal Rule. The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Dominion of Gluttony
Universal Rule. The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.
Dominion of Greed
Universal Rule. The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Emprise de la Cupidité
Règle universelle. Suit les règles d’Emprise. Les figurines affectées gagnent +2 en Capacité défensive tant que leur unité est en contact avec une Unité de capture ennemie
Dominion of Greed
Universal Rule. The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Greed
Universal Rule. The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Greed
Universal Rule. The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Greed
Universal Rule. The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
Dominion of Lust
Universal Rule. The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Emprise de la Luxure
Règle universelle. La figurine gagne Guide et doit relancer ses jets de Portée de charge ratés lorsqu’elle charge une unité ennemie dans son flanc ou dans son dos.
Dominion of Lust
Universal Rule. The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Dominion of Lust
Universal Rule. The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Dominion of Lust
Universal Rule. The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Dominion of Lust
Universal Rule. The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.
Dominion of Pride
Universal Rule. Units with more than half of their models with this rule may reroll failed Discipline Tests.
Emprise de l’Orgueil
Règle universelle. Une unité dont plus de la moitié des figurines ont cette règle peut relancer ses Test de discipline ratés.
Dominion of Pride
Universal Rule. Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Pride
Universal Rule. Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Pride
Universal Rule. Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Pride
Universal Rule. Units with more than half of their models with this rule may reroll failed Discipline Tests.
Dominion of Sloth
Universal Rule. The model gains Aegis (+1, against Special Attacks).
Emprise de l’Apathie
Règle universelle. La figurine gagne Ægide (+1, contre les Attaques spéciales).
Dominion of Sloth
Universal Rule. The model gains Aegis (+1, against Special Attacks).
Dominion of Sloth
Universal Rule. The model gains Aegis (+1, against Special Attacks).
Dominion of Sloth
Universal Rule. The model gains Aegis (+1, against Special Attacks).
Dominion of Sloth
Universal Rule. The model gains Aegis (+1, against Special Attacks).
Dominion of Wrath
Universal Rule. The model’s attacks ignore Parry.
Emprise de la Colère
Règle universelle. La figurine ne peut pas bénéficier de Parade, et ses attaques ignorent Parade.
Dominion of Wrath
Universal Rule. The model’s attacks ignore Parry.
Dominion of Wrath
Universal Rule. The model’s attacks ignore Parry.
Dominion of Wrath
Universal Rule. The model’s attacks ignore Parry.
Dominion of Wrath
Universal Rule. The model’s attacks ignore Parry.
Elusive
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Insaisissable
Règle universelle. Une unité composée entièrement de figurines avec Insaisissable peut déclarer une Réaction à une charge de type « Fuir » malgré le fait qu’elle a Sans peur.
Elusive
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Elusive
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Elusive
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Elusivo
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
Energy Bolts
Shooting Weapon. Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Traits d’énergie
Arme de tir. Portée 24″, Tirs 1, Fo 5, PA 0, Rechargez !
Energy Bolts
Shooting Weapon. Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Energy Bolts
Shooting Weapon. Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Energy Bolts
Shooting Weapon. Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Energy Bolts
Shooting Weapon. Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.
Strixian Spirit
Universal Rule. The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Esprit stryge
Règle universelle. La Taille de la figurine devient Gigantesque et la figurine gagne Troupe légère, Vol (6″, 18″) et +1 Point de vie.
Strixian Spirit
Universal Rule. The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Strixian Spirit
Universal Rule. The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Strixian Spirit
Universal Rule. The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Strixian Spirit
Universal Rule. The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.
Rising Star
Universal Rule. Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Étoile ascendante
Règle universelle. Chaque fois que la figurine tue une figurine ennemie lors d’un Duel, cette figurine gagne un modificateur de Résultat de combat de +1 pour le reste de la partie.
Rising Star
Universal Rule. Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Rising Star
Universal Rule. Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Rising Star
Universal Rule. Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Rising Star
Universal Rule. Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
Falling Star
Universal Rule. The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points. The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Étoile vacillante
Règle universelle. Les valeurs de Capacité offensive et de Capacité défensive de la figurine passent à une valeur équivalant à deux fois le nombre de Points de vie actuels de la figurine.
Falling Star
Universal Rule. The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points. The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Falling Star
Universal Rule. The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points. The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Falling Star
Universal Rule. The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points. The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Falling Star
Universal Rule. The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points. The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Vol
La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Giant See, Giant Do
Universal Rule. The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
Hellish Growl
Universal Rule. At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Grondement démoniaque
Règle universelle. Au début de chaque Manche de combat, chaque unité ennemie en contact avec une ou plusieurs figurines avec Grondement démoniaque doit effectuer un Test de discipline avec un modificateur de−1. Toute unité qui échoue à ce test subit une pénalité de −1 en Force, et les attaques portées contre elle par les figurines avec Grondement démoniaque doivent relancer leurs jets pour blesser ratés. Ces effets durent jusqu’à la fin de la Manche de combat.
Hellish Growl
Universal Rule. At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Hellish Growl
Universal Rule. At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Hellish Growl
Universal Rule. At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Hellish Growl
Universal Rule. At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier. Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.
Half Off
Personal Protection. If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Rabais
Protection personnelle. Si la figurine subit une blessure assujettie à la règle Blessures multiples, le nombre de Blessures infligées à la figurine est divisé par deux (arrondi au supérieur).
Half Off
Personal Protection. If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Half Off
Personal Protection. If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Half Off
Personal Protection. If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Half Off
Personal Protection. If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Tirailleur
Une figurine avec la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang). Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur. Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité. On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle de l'unité. En dehors de cet écart entre les figurines, l'unité suit les règles normales et possède donc un Front, deux Flancs et un Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile. De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place. Une unité en formation tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu'un Personnage n'ait exactement la même taille de socle que toutes les figurines ordinaires de l'unité, il est considéré comme ayant un socle incompatible lorsqu'il est placé dans l'unité. L'unité cesse d'être en formation tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle si possible.
Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimé
Mêlée Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
Unbelebt
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimado
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimato
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Not a Leader
The model cannot be the General.
Pas un meneur
La figurine ne peut en aucun cas devenir le Général de l'armée.
Kein Anführer
The model cannot be the General.
Not a Leader
The model cannot be the General.
No un Líder
The model cannot be the General.
Non un Capo
The model cannot be the General.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plateforme de guerre
À moins qu'elle ne soit sélectionnée comme Monture pour un Personnage, une figurine avec Plateforme de guerre gagne les règles Pas un meneur et Personnage, avec les exceptions suivantes : - Elle ne compte pas dans la catégorie Personnages (pour la création de Listes d'armées). - Elle ne peut ni lancer ni relever un Duel ou utiliser la règle Faites place. - Elle peut utiliser la règle Mêlée tourbillonnante. - Elle ne compte pas en tant que Personnage en ce qui concerne la règle Garde du corps et les Blessures multiples. La figurine peut rejoindre des unités même si elle a la règle Présence imposante, et avoir Char ne l'empêche pas de joindre des unités sans la règle Char. Lorsqu'elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant peut-être d'autres figurines avec la règle Au premier rang, et doit toujours rester au centre du premier rang (tant qu'elle se trouve dans l'unité). Si deux positions sont centrales dans l'unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la Plateforme de guerre peut être placée dans l'une ou l'autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang (par exemple en raison de socles incompatibles ou si le premier rang est trop étroit), la figurine ne peut pas rejoindre l'unité. Cela signifie qu'une Plateforme de guerre ne peut jamais rejoindre une unité avec des socles incompatibles et qu'une seule Plateforme de guerre peut être dans la même unité, sauf indication contraire.
Kriegsplattform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Piattaforma di Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Troupe légère
Une unité entièrement composée de figurines avec cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée. Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée. Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart. Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement. Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec l'unité.
Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Wizard Master
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Maître magicien
- Connaît 4 sorts. - Peut choisir entre les Sorts appris n°1, 2, 3, 4, 5 et 6 de la Voie choisie et le Sort héréditaire de son armée. Le magicien gagne Canalisation (1) et un modificateur de +1 pour ses jets de lancement de sorts. Il sélectionne ses sorts comme décrit dans la partie Sélection des sorts .
Meisterzauberer
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Wizard Master
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Maestro Hechicero
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Mago Maestro
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Protean Magic
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Magie protéiforme
Au moment de la Sélection des sorts, un Magicien avec cette règle doit choisir une combinaison de Sorts héréditaires et/ou de Sorts appris 1 de toutes les Voies auxquelles il a accès. Cette règle remplace les règles normales de Sélection des sorts liées aux Apprentis, aux Adeptes et aux Maîtres magiciens.
Wandelmagie
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Protean Magic
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Magia Cambiante
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Magia Proteiforme
During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
Supernal
Surnaturel
Toutes les attaques effectuées par cette figurine sont des Attaques magiques, y compris ses Attaques spéciales et Attaques écrasantes. De plus, la figurine gagne Instable, avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un Test de moral (les unités avec Tenace ou Indomptable ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) : – Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable. – Si le Test de moral est raté, suivez les règles habituelles d’Instable.
Metaphysisch
Supernal
Superno
Sovrannaturale
Morphlings
Universal Rule. During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game. • Writhing Nightmares • Mesmerising Plumage • Chilling Yawn
Mutamorphe
Règle universelle. Pendant l’étape de Sélection des sorts, chaque unité d’Ophidiens du Voile doit choisir une Manifestation démoniaque de la liste ci-dessous et en appliquer les effets pendant toute la partie. - Bâillement glacial - Plumage obsédant - Peau goudronneuse
Morphlings
Universal Rule. During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game. • Writhing Nightmares • Mesmerising Plumage • Chilling Yawn
Morphlings
Universal Rule. During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game. • Writhing Nightmares • Mesmerising Plumage • Chilling Yawn
Morphlings
Universal Rule. During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game. • Writhing Nightmares • Mesmerising Plumage • Chilling Yawn
Morphlings
Universal Rule. During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game. • Writhing Nightmares • Mesmerising Plumage • Chilling Yawn
Omniscience
Universal Rule. In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Omniscience
Règle universelle. Pendant la Phase de magie de son propriétaire, si la figurine n’a pas effectué de Marche forcée et n’a pas déclaré de charge lors de ce Tour de joueur, le coût de conversion des marqueurs « Voile » en Dés de magie pendant ce Tour de joueur est de 2 pour 1 (au lieu de 3 pour 1 normalement).
Omniscience
Universal Rule. In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Omniscience
Universal Rule. In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Omniscience
Universal Rule. In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Omniscience
Universal Rule. In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).
Parry
Parade
Si un adversaire attaque le Front d'une figurine possédant la règle Parade, celle-ci peut l'utiliser contre ses Attaques de corps à corps. La figurine gagne +1 en Compétence défensive, ou sa Compétence défensive est toujours égale à la Compétence offensive de l'attaquant, selon celle qui est la plus élevée.
Parieren
Parry
Parada
Parata
Veil Stalker
Universal Rule. The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Pisteur du Voile
Règle universelle. La figurine suit les règles d’Embuscade, avec les exceptions suivantes : Lorsque l’unité arrive en jeu, vous pouvez décider de la placer à 6″ ou mois d’une figurine ennemie avec Canalisation (au lieu de la mettre en jeu avec son dos en contact avec un bord de table). Dans ce cas, l’unité ne peut effectuer de Mouvement simple ni de Marche forcée à ce tour (elle peut toujours effectuer une Reformation).
Veil Stalker
Universal Rule. The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Veil Stalker
Universal Rule. The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Veil Stalker
Universal Rule. The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Veil Stalker
Universal Rule. The model follows the rules for Ambush with the following exceptions: When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus. Elle ne peut jamais être rejointe ou rejoindre une unité, à moins que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attribut d’attaque – Corps à corps. Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d’Attaque. Chaque fois qu’elle gagne un Point de vie, elle subit un malus de –1 en valeur d’Attaque.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rabbia
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Razor Tentacles
Attack Attribute – Close Combat. If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Tentacules tranchants
Attribut d’attaque – Corps à corps. Si l’attaque est allouée à une figurine ordinaire ennemie alors que l’attaquant est engagé sur le flanc ou le dos de l’unité ciblée par cette attaque, alors l’attaque gagne Attaque de zone (1×5), avec Force de l’utilisateur/2 [Force de l’utilisateur] et Pénétration d’armure de l’utilisateur/2 [Pénétration d’armure de l’utilisateur], en arrondissant les fractions à l’entier supérieur.
Razor Tentacles
Attack Attribute – Close Combat. If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Razor Tentacles
Attack Attribute – Close Combat. If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Razor Tentacles
Attack Attribute – Close Combat. If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Razor Tentacles
Attack Attribute – Close Combat. If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.
Talon Scythes
Close Combat Weapon. Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Serres faucheuses
Arme de corps à corps. Les attaques portées avec des Serres faucheuses ignorent Parade et gagnent un modificateur de +1 au jet pour toucher lorsqu’elles sont allouées à des figurines d’Infanterie de taille Standard ou Grande
Talon Scythes
Close Combat Weapon. Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Talon Scythes
Close Combat Weapon. Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Talon Scythes
Close Combat Weapon. Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Talon Scythes
Close Combat Weapon. Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.
Smother
Attack Attribute - Close Combat. If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Suffocation
Attribut d’attaque – Corps à corps. Si l’attaque est allouée à une figurine de Grande taille, elle gagne +1 pour toucher et pour blesser.
Smother
Attack Attribute - Close Combat. If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Smother
Attack Attribute - Close Combat. If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Smother
Attack Attribute - Close Combat. If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Smother
Attack Attribute - Close Combat. If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.
Spell Craving
Attack Attribute - Close Combat. The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Soif de magie
Attribut d’attaque – Corps à corps. La figurine peut porter jusqu’à 3 Attaques de soutien. Lors de la détermination du Résultat de combat, un camp qui a au moins une figurine avec Soif de magie engagée dans ce combat ajoute +X à son Résultat de combat, où « X » est le nombre de sorts (autres que des Sorts liés ou Attributs de la Voie) connus par tous les Magiciens ennemis qui se trouvent dans les unités en contact avec cette figurine.
Spell Craving
Attack Attribute - Close Combat. The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Spell Craving
Attack Attribute - Close Combat. The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Spell Craving
Attack Attribute - Close Combat. The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Spell Craving
Attack Attribute - Close Combat. The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.
Third Eye
Universal Rule. At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.

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
Harbinger of Father Chaos
Émissaire de Père Chaos
Harbinger of Father Chaos
Harbinger of Father Chaos
Harbinger of Father Chaos
Harbinger of Father Chaos
Kuulima's Deceiver
Imposteur de Kuulima
Kuulima's Deceiver
Kuulima's Deceiver
Kuulima's Deceiver
Kuulima's Deceiver
Flying Kuulima's Deceiver
Imposteur de Kuulima Volant
Flying Kuulima's Deceiver
Flying Kuulima's Deceiver
Flying Kuulima's Deceiver
Flying Kuulima's Deceiver
Maw of Akaan
Gueule d’Akaan
Maw of Akaan
Maw of Akaan
Maw of Akaan
Maw of Akaan
Miser of Sugulag
Ladre de Sugulag
Miser of Sugulag
Miser of Sugulag
Miser of Sugulag
Miser of Sugulag
Courtesan of Cibaresh
Courtisan de Cibaresh
Courtesan of Cibaresh
Courtesan of Cibaresh
Courtesan of Cibaresh
Courtesan of Cibaresh
Omen of Savar
Augure de Savar
Omen of Savar
Omen of Savar
Omen of Savar
Omen of Savar
Sentinel of Nukuja
Sentinelle de Nukudja
Sentinel of Nukuja
Sentinel of Nukuja
Sentinel of Nukuja
Sentinel of Nukuja
Sentinel of Nukuja - Strixian Spirit
Esprit stryge
Sentinel of Nukuja - Strixian Spirit
Sentinel of Nukuja - Strixian Spirit
Sentinel of Nukuja - Strixian Spirit
Sentinel of Nukuja - Strixian Spirit
Vanadra's Scourge
Fléau de Vanadra
Vanadra's Scourge
Vanadra's Scourge
Vanadra's Scourge
Vanadra's Scourge
Great Beast of Prophecy
Grande Bête de la Prophétie
Great Beast of Prophecy
Great Beast of Prophecy
Great Beast of Prophecy
Great Beast of Prophecy
Flying Great Beast of Prophecy
Grande Bête Volante de la Prophétie
Flying Great Beast of Prophecy
Flying Great Beast of Prophecy
Flying Great Beast of Prophecy
Flying Great Beast of Prophecy
Pale Horse
Cheval blême
Pale Horse
Pale Horse
Pale Horse
Pale Horse
Burning Wheel
Roue ardente
Burning Wheel
Burning Wheel
Burning Wheel
Burning Wheel
Dark Pulpit
Chaire obscure
Dark Pulpit
Dark Pulpit
Dark Pulpit
Dark Pulpit
Throne of Overwhelming Splendour
Trône de splendeur oppressante
Throne of Overwhelming Splendour
Throne of Overwhelming Splendour
Throne of Overwhelming Splendour
Throne of Overwhelming Splendour
Throne of the Oracle
Trône de l’oracle
Throne of the Oracle
Throne of the Oracle
Throne of the Oracle
Throne of the Oracle
Imps
Diablotins
Imps
Imps
Imps
Imps
Succubi
Succube
Succubi
Succubi
Succubi
Succubi
Lemures
Lémures
Lemures
Lemures
Lemures
Lemures
Myrmidons
Myrmidons
Myrmidons
Myrmidons
Myrmidons
Myrmidons
Eidolons
Eidolons
Eidolons
Eidolons
Eidolons
Eidolons
Hellhounds
Chiens démoniaques
Hellhounds
Hellhounds
Hellhounds
Hellhounds
Threshing Engine
Faucheuse
Threshing Engine
Threshing Engine
Threshing Engine
Threshing Engine
Flying Threshing Engine
Faucheuse volante
Flying Threshing Engine
Flying Threshing Engine
Flying Threshing Engine
Flying Threshing Engine
Threshing Engine of the horde
Faucheuse de la horde
Threshing Engine of the horde
Threshing Engine of the horde
Threshing Engine of the horde
Threshing Engine of the horde
Threshing Engine of Legion
Faucheuse de la légion
Threshing Engine of Legion
Threshing Engine of Legion
Threshing Engine of Legion
Threshing Engine of Legion
Titanslayer Chariot
Char titanicide
Titanslayer Chariot
Titanslayer Chariot
Titanslayer Chariot
Titanslayer Chariot
Mageblight Gremlins
Farfadets traque-mage
Mageblight Gremlins
Mageblight Gremlins
Mageblight Gremlins
Mageblight Gremlins
Clawed Fiends
Démons griffus
Clawed Fiends
Clawed Fiends
Clawed Fiends
Clawed Fiends
Hoarders
Amonceleurs
Hoarders
Hoarders
Hoarders
Hoarders
Sirens
Sirènes
Sirens
Sirens
Sirens
Sirene
Blazing Glory
Gloire étincelante
Blazing Glory
Blazing Glory
Blazing Glory
Blazing Glory
Flying Blazing Glories
Gloire étincelante volante
Flying Blazing Glories
Flying Blazing Glories
Flying Blazing Glories
Flying Blazing Glories
Hope Harvester
Moissonneur d’espoir
Hope Harvester
Hope Harvester
Hope Harvester
Hope Harvester
Engine of Damnation
Machine de damnation
Engine of Damnation
Engine of Damnation
Engine of Damnation
Engine of Damnation
Brazen Beasts
Bêtes d’airain
Brazen Beasts
Brazen Beasts
Brazen Beasts
Brazen Beasts
Furies
Furies
Furies
Furies
Furies
Furies
Veil Serpents
Ophidiens du Voile
Veil Serpents
Veil Serpents
Veil Serpents
Veil Serpents
Bloat Flies
Mouches infectieuses
Bloat Flies
Bloat Flies
Bloat Flies
Bloat Flies
Possessed Giant
Possessed Giant
Possessed Giant
Possessed Giant
Possessed Giant
Possessed Giant