Dwarven Holds

Dwarven Holds

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.
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
Ambush
Embuscade
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Embuscade doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement. Déployez l'armée normalement sauf les unités désignées. À partir de votre deuxième Tour de jeu, lancez un dé pour chaque unité en Embuscade à la fin de l'étape 2 de la Séquence de la phase de mouvement, après avoir déplacé les unités avec un Mouvement aléatoire. Une fois tous les dés lancés, chaque unité pour laquelle un 3+ a été obtenu peut entrer sur le champ de bataille depuis n'importe quel bord de table. Positionnez l'unité avec l'intégralité de son rang arrière en contact avec un bord de table. Elle est ensuite libre de se déplacer mais ne peut pas effectuer de Marche forcée, et aucune figurine ne doit finir à plus de la valeur de sa Caractéristique de Pas cadencé du bord de table. Si une unité en Embuscade n'a pas pu entrer sur le champ de bataille, en ratant ses jets sur 3+, à la fin de la partie, elle comme ayant été détruite. Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade s'il peut la rejoindre dans des conditions normales. Déclarez-le alors au moment de déterminer quelles unités de l'armée sont en Embuscade. Dans ce cas, lancez un seul dé pour l'Unité combinée. Jusqu'à son arrivée sur le champ de bataille, une unité en Embuscade ne peut effectuer aucune action et tous ses objets, règles et capacités sont inutilisables.
Hinterhalt
Ambush
Emboscada
Agguato
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.
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Arbalète
Portée 30", Tir 1, Fo 4, PA 1, Encombrant.
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Balestra
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arme lourde
Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d'armure mais sont faites au Palier d'initiative 0, quelle que soit l'Agilité du porteur. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Volley Gun
Artillery Weapon: Range 30", Shots 2D6*2, Str 5, AP 3.
Canon orgue
Arme d’artillerie de type Batterie de tir : Portée 30", Tirs 2D6×2, Fo 5, PA 3.
Volley Gun
Artillery Weapon: Range 30", Shots 2D6*2, Str 5, AP 3.
Volley Gun
Artillery Weapon: Range 30", Shots 2D6*2, Str 5, AP 3.
Volley Gun
Artillery Weapon: Range 30", Shots 2D6*2, Str 5, AP 3.
Arma a raffica
Artillery Weapon: Range 30", Shots 2D6*2, Str 5, AP 3.
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
Heavy Armour
+2 Armor
Armure lourde
+2 Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
Le porteur gagne +1 en Valeur d'attaque quand il utilise cette arme. Les attaques portées avec une Paire d'armes gagnent +1 en Capacité offensive et ignorent la Parade. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Plate Armour
+3 Armor
Armure de plates
+3 Armure
Plate Armour
+3 Armor
Plate Armour
+3 Armor
Plate Armour
+3 Armor
Armatura a piastre
armatura +3
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attaque magique
Attaques & Armes, Mêlée, Tir Les attaques avec cette règle n'ont habituellement pas d'effet particulier, mais il existe des interactions avec d'autres règles comme D'outre-monde. Un élément de figurine avec cette règle l'applique aussi à toutes ses Attaques spéciales, comme le Piétinement, les Touches d'impact ou l'Attaque de souffle.
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attaque de broyage
Un élément de figurine avec « Attaques de broyage » porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine. Si une figurine dispose d’« Attaques de broyage » et de Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles au choix lors d’une même Manche de combat. Quand plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, « Attaques de broyage (2D3) »), déterminez séparément le nombre de touches de chacune de ces « Attaques de broyage »
Zermahlen
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Ataques Pulverizadores
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Attacchi Stritolanti
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Stomp Attacks
Attaque de piétinement
Au palier d'initiative 0, un élément de figurine avec Attaques de piétinement doit choisir une figurine ennemie de Taille standard en contact socle à socle avec elle. L'unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être distribuées que sur des figurines de Taille standard (ignorez les figurines d'une taille différente lors de la distribution des touches). Elles sont résolus avec la Force et la Pénétration d'armure de l'élément de figurine. Pour une figurine combinée, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Lorsque plusieurs figurines de la même unité ont cette Attaque spéciale et que X est un nombre aléatoire (par exemple Attaques de piétinement (1D6)), lancez le nombre de touches séparément.
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
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.
Dwarf Ballista
Artillery Weapon: Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Baliste Naine
Arme d’artillerie : Portée 48″, Tir 1, Fo 3[6], PA 10, Attaque de zone (1×5), [Blessures multiples (1D3)],
Dwarf Ballista
Artillery Weapon: Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Dwarf Ballista
Artillery Weapon: Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Dwarf Ballista
Artillery Weapon: Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Balista nain
Artillery Weapon: Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
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
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mouvement ou tir
Attaques & Armes, Tir Une attaque avec cette règle ne peut pas être utilisée si la figurine attaquante a effectué un Mouvement simple, une Marche forcée, une Reformation ou un Pivot pendant le Tour de joueur actuel.
Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mover o Disparar
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Muovere o Tirare
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Garde du corps
Un Personnage qui rejoint une unité qui contient au moins une figurine avec cette règle gagne la règle Tenace. Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Shrapnel Bombs
Special Attack. Sweeping Attack. The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.
Bombes à shrapnel
Attaque spéciale. Attaque au passage : l’unité ennemie subit 1D6×2 touches de Force 3 et Pénétration d’armure 1. Si le dé lancé pour déterminer le nombre de touches donne un résultat naturel de ‘6’, après que cette attaque a été résolue, les Bombes à shrapnel ne peuvent plus être utilisées de la partie.
Shrapnel Bombs
Special Attack. Sweeping Attack. The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.
Shrapnel Bombs
Special Attack. Sweeping Attack. The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.
Shrapnel Bombs
Special Attack. Sweeping Attack. The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.
Shrapnel Bombs
Special Attack. Sweeping Attack. The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 Armure
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalisation
Au cours de l'étape 3 de la séquence de la Phase de magie, chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X Marqueur “Voile" à la réserve de Marqueurs “Voile". Cette règle universelle est cumulative, ajoutant X Marqueurs “Voile" à chaque instance de Canalisation de la figurine à sa réserve de Marqueurs “Voile" (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
Kanalisieren
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizar
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizzare
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Dwarf Cannon
Can be fired in two ways: - As a Cannon Artillery Weapon: Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
Canon nain
Peut tirer de deux manières : – Comme une Arme d’artillerie de type Canon : Portée 60″, Tir 1, Fo 4[10], PA 0[10], Attaque de zone (1×5), [Blessures multiples (1D3+1, Ailes mutilées)], – Comme une Arme d’artillerie de type Batterie de tir : Portée 12″, Tirs 2D6, Fo 4, PA 4
Dwarf Cannon
Can be fired in two ways: - As a Cannon Artillery Weapon: Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
Dwarf Cannon
Can be fired in two ways: - As a Cannon Artillery Weapon: Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
Dwarf Cannon
Can be fired in two ways: - As a Cannon Artillery Weapon: Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
Cannone nain (4+)
Can be fired in two ways: - As a Cannon Artillery Weapon: Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.
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
Flamethrower
Artillery Weapon: Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
Canon incendiaire
Arme d’artillerie – Lance-flammes : Portée 24″, Tir 1, Fo 4{5}, PA 1{2}, Attaques enflammées, {Blessures multiples (1D3)}.
Flamethrower
Artillery Weapon: Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
Flamethrower
Artillery Weapon: Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
Flamethrower
Artillery Weapon: Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
Lanciafiamme
Artillery Weapon: Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
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.
Catapult
Artillery Weapon Catapult (4x4): Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Catapulte
Arme d’artillerie – Catapulte (4×4) : Portée 12-60″, Tir 1, Fo 3[7], PA 0[4], [Blessures multiples (1D3, Ailes mutilées)]
Catapult
Artillery Weapon Catapult (4x4): Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Catapult
Artillery Weapon Catapult (4x4): Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Catapult
Artillery Weapon Catapult (4x4): Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Catapulta
Artillery Weapon Catapult (4x4): Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Chaînes de jugement
Arme de corps à corps Le porteur gagne +1 en Force et en Pénétration d’armure et frappe toujours au Palier d'initiative 10, quelle que soit son Agilité. Il ne peut pas être rejoint par un Personnage.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
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.
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.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Éclaireur
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Éclaireur doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement. Déployez l'armée normalement sauf les unités désignées. Ces dernières sont déployées une fois que toutes les autres, dans les deux camps, ont été déployées. Elles peuvent êtres placées dans votre zone de déploiement en suivant les règles normales, ou n'importe où ailleurs à condition qu'elles soient au moins à 18″ de toute unité ennemie. Cette limite est réduite à 12″ si l'unité avec la règle Éclaireur est entièrement déployée dans un Bâtiment, une Forêt, des Ruines, un Champ ou des Eaux. Une unité avec la règle Éclaireur déployée hors de la zone de déploiement de son propriétaire ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. Si les deux joueurs désirent utiliser la règle Éclaireur, ils alternent les déploiements, une unité chacun, en commençant par le joueur qui a fini de se déployer en premier.
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Exploradores
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Esploratore
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Runic Anvil
Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.
Enclume runique
Règle universelle Chaque Enclume de pouvoir peut sélectionner jusqu’à trois Runes de bataille durant la Sélection des sorts.
Runic Anvil
Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.
Runic Anvil
Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.
Runic Anvil
Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.
Incudine runica
Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.
Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingénieur
Une fois par Phase de tir, un « Ingénieur » non engagé au combat peut sélectionner une seule Machine de guerre à moins de 6″ qui n'a pas encore tiré lors de cette phase pour obtenir les effets suivants : - Remplacez la Précision d'une des Armes d'artillerie de la Machine de guerre par la valeur donnée entre parenthèse (X+) - Vous pouvez relancer le jet sur le Tableau des Incidents de tir . - Vous pouvez relancer l'ensemble des dés (tous les dés, pas une partie d'entre eux) lancés pour déterminer le nombre de touches effectuées par une Arme d'artillerie de type Lance-flammes .
Ingenieur
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingeniero
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Ingegnere
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Engineering Rune
Universal Rule. Field Artillery adds +4 to any roll on the Misfire Table.
Rune d'ingénierie
Règle universelle. Ajoutez +4 aux jets de dés sur la table des Incidents de tir.
Engineering Rune
Universal Rule. Field Artillery adds +4 to any roll on the Misfire Table.
Engineering Rune
Universal Rule. Field Artillery adds +4 to any roll on the Misfire Table.
Engineering Rune
Universal Rule. Field Artillery adds +4 to any roll on the Misfire Table.
Ingegneria runica
Universal Rule. Field Artillery adds +4 to any roll on the Misfire Table.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.
Retranchement
Règle universelle Juste avant la bataille (durant l’étape 7 de la Séquence de la Phase de déploiement), la figurine peut « retrancher » une seule Machine de guerre, qui comptera comme étant à Couvert lourd. Si cette Machine de guerre fait un Mouvement simple, une Marche forcée ou un Mouvement aléatoire, elle perd définitivement ce couvert.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.
Entrench
Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.
Trincerare
Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.
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.
Forge Gun
Shooting Weapon. Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.
Fusil des forges
Arme de tir. Portée 18″, Tir 1, Force 3, Pénétration d’armure 0, Attaques enflammées, touche toujours sur 2+.
Forge Gun
Shooting Weapon. Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.
Forge Gun
Shooting Weapon. Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.
Forge Gun
Shooting Weapon. Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.
Forge Gun
Shooting Weapon. Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.
Forge Repeater
Shooting Weapon. Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.
Mitrailleuse des forges
Arme de tir. Portée 18″, Tirs 4, Force 5, Pénétration d’armure 2, Attaques enflammées, Tir rapide.
Forge Repeater
Shooting Weapon. Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.
Forge Repeater
Shooting Weapon. Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.
Forge Repeater
Shooting Weapon. Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.
Fucile a ripetizione
Shooting Weapon. Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Giant See, Giant Do
Universal Rule. The model gains Hatred (against Gigantic) and Sturdy.
Runic Engravings
At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: +1 Strength and +1 Armour Penetration. Vanguard. +2 Agility.
Gravures runiques
À l'étape 8 de la Séquence pré-partie (après la Sélection des sorts), chaque unité de Gardiens des forts doit choisir l'un des effets suivants, qui sera appliqué pour toute la durée de la partie : – +1 en Force et +1 en Pénétration d’armure – Avant-garde – +2 en Agilité
Runic Engravings
At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: +1 Strength and +1 Armour Penetration. Vanguard. +2 Agility.
Runic Engravings
At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: +1 Strength and +1 Armour Penetration. Vanguard. +2 Agility.
Runic Engravings
At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: +1 Strength and +1 Armour Penetration. Vanguard. +2 Agility.
Incisioni runiche
At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: +1 Strength and +1 Armour Penetration. Vanguard. +2 Agility.
Shrapnel Grenades
Special Attack. Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.
Grenades à shrapnel
Attaque spéciale. Attaque au passage ne pouvant être utilisée qu’une fois par partie : pour chaque Autogyre dans l'unité, l’unité ennemie subit 1D3 touches de Force 3 et Pénétration d’armure 0.
Shrapnel Grenades
Special Attack. Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.
Shrapnel Grenades
Special Attack. Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.
Shrapnel Grenades
Special Attack. Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.
Shrapnel Grenades
Special Attack. Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Haine
Attaques & Armes, Corps à corps Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.
Tout vu, tout fait
Règle universelle. Toute unité alliée à 6″ ou moins d’une unité de Barbes-grises qui n'est pas en fuite peut relancer ses Tests de panique ratés.
Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.
Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.
Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.
Ho visto di peggio
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.
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).
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indémoralisable
La figurine gagne la règle Sans peur et réussit automatiquement ses tests de Moral. Un Personnage avec cette règle ne peut rejoindre qu'une unité ayant cette règle, et une unité avec la règle Indémoralisable ne peut être rejointe que par des Personnages ayant cette règle.
Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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 Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Machine de guerre
Les Machines de guerre ne peuvent pas effectuer de Marche Forcée, déclarer des charges, poursuivre ou choisir de fuir en réaction à une charge. Les Personnages ne peuvent jamais rejoindre une unité avec la règle Machine de guerre. Un Personnage avec la règle Machine de guerre ne peut rejoindre aucune unité. Si une Machine de guerre rate un test de Panique, elle ne fuit pas, mais est Ébranlée jusqu'à la fin du prochain Tour de joueur. Une Machine de Guerre qui rate un test de Moral est détruite automatiquement. Les Machines de guerre et les unités Engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat. Quand une unité charge une Machine de guerre, son front peut être amené au contact de n'importe quel point du socle de la Machine (elle doit maximiser le nombre de figurines au contact socle à socle). Aucun mouvement d'alignement n'est autorisé. Ignorez l'orientation de la Machine de Guerre (elle n'en a pas puisqu'elle a un socle rond).
Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Máquina de Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Macchina da Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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.
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Majesté des hauts rois
Règle universelle. La portée de la Présence impérieuse d’un Général monté sur un Trône de guerre passe à 18’’.
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Majesty of High Kings
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Maest dei sommi re
The range of Commanding Presence of a General mounted on a War Throne is set to 18".
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration. Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.
Maître artisan runique
Tout élément de figurine dans une unité incluant une ou plusieurs figurines avec Maître artisan runique gagne +1 en Pénétration d’armure sur ses Attaques de corps à corps. Chaque Forgeron runique peut sélectionner jusqu’à trois Runes de bataille durant la Sélection des sorts (pour peu qu'il ait payé pour chacune d'elles).
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration. Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration. Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.
Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration. Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.
Maestria runica
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration. Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.
Weapon Master
Maître d'armes
Mêlée Au début de chaque Manche de combat, l'élément de figurine peut choisir avec quelle arme il va combattre. Cela lui permet notamment de choisir son Arme de Base même s'il dispose d'autres armes standards. S'il possède une Arme avec un Enchantement d'arme, il doit par contre l'utiliser.
Waffenmeister
Weapon Master
Maestro de Armas
Maestro d'Armi
Magic Resistance
Résistance à la magie
Un sort qui cible une unité ennemie avec au moins une figurine possédant la règle Résistance à la magie subit un modificateur -X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S'il existe différentes valeurs X pouvant être utilisées, utilisez la valeur la plus élevée.
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Wall of Iron
The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Mur d'acier
Protection personnelle. La figurine gagne Ægide (5+, contre les Attaques de corps à corps). Cette règle ne peut être utilisée que contre les attaques portées par des ennemis engagés sur le front de l'unité.
Wall of Iron
The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Wall of Iron
The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Wall of Iron
The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Muro di ferro
The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Shield Wall
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Mur de boucliers
Lorsque la figurine utilise un Bouclier, elle gagne Ægide (6+, contre les Attaques de corps à corps). Cette Ægide passe à (5+, contre les Attaques de corps à corps) si l’attaquant est en charge. Cette règle ne peut être appliquée que contre les attaques de figurines ennemies engagées sur le front de la figurine.
Shield Wall
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Shield Wall
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Shield Wall
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
Muro di scudi
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.
The bigger they are…
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.
Plus ils sont gros…
Les figurines avec cette règle gagnent Course rapide lorsqu’elles effectuent un jet de Portée de charge sur une unité contenant au moins une figurine de taille Grande ou Gigantesque. Cette règle ne s’applique pas aux Mouvements de poursuite ni aux Charges irrésistibles.
The bigger they are…
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.
The bigger they are…
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.
The bigger they are…
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.
The bigger they are…
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.
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.
Sturdy
Melee. The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.
Robuste
Corps à corps La figurine gagne Charge dévastatrice (+1 Fo, +1 PA). De plus, elle ne souffre pas de la pénalité de –1 pour toucher pour « Tenir la position et tirer » en Réaction à une charge.
Sturdy
Melee. The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.
Sturdy
Melee. The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.
Sturdy
Melee. The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.
Risoluto
Melee. The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.
Yer comin' with me!
Close Combat. In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: ● The attack is always resolved with Strength 5 and Armour Penetration 2. ● The owner must choose one of the following options: (1) The attack is allocated towards the model that caused the casualty. (2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units. ● This Attack Attribute cannot be used against casualties caused by Impact Hits.
Tu partiras avec moi !
Corps à corps Les Attaques de corps à corps effectuées par une figurine avec cet Attribut d'attaque blessent toujours sur 4+ ou mieux. De plus, si une figurine avec cette règle est retirée comme perte lors de la Phase de mêlée en raison d'une Attaque de mêlée, elle doit porter immédiatement une unique Attaque de corps à corps, qui est toujours de Force 5 et Pénétration d’armure 2. Cette attaque doit être allouée, au choix, soit à la figurine adverse qui l'a achevée, soit à son unité (auquel cas, les touches sont réparties sur l'unité). Cette règle ne peut pas être utilisée suite à des pertes infligées par des Touches d’impact. Une unité ne peut utiliser cette règle que si elle a au moins autant de colonnes que de rangs au début de la Manche de combat.
Yer comin' with me!
Close Combat. In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: ● The attack is always resolved with Strength 5 and Armour Penetration 2. ● The owner must choose one of the following options: (1) The attack is allocated towards the model that caused the casualty. (2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units. ● This Attack Attribute cannot be used against casualties caused by Impact Hits.
Yer comin' with me!
Close Combat. In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: ● The attack is always resolved with Strength 5 and Armour Penetration 2. ● The owner must choose one of the following options: (1) The attack is allocated towards the model that caused the casualty. (2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units. ● This Attack Attribute cannot be used against casualties caused by Impact Hits.
Yer comin' with me!
Close Combat. In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: ● The attack is always resolved with Strength 5 and Armour Penetration 2. ● The owner must choose one of the following options: (1) The attack is allocated towards the model that caused the casualty. (2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units. ● This Attack Attribute cannot be used against casualties caused by Impact Hits.
Tu verrai con me!
Close Combat. In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions: ● The attack is always resolved with Strength 5 and Armour Penetration 2. ● The owner must choose one of the following options: (1) The attack is allocated towards the model that caused the casualty. (2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units. ● This Attack Attribute cannot be used against casualties caused by Impact Hits.

Magic Items usable by the army

EN FR DE PL ES IT
Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
Rune de courage
Usage unique. Peut être activée au début de n’importe quelle Manche de combat. Le porteur gagne Tenace pour la durée de la phase.
Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
Runa del coraggio
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
Rune of Devouring
Runic Smiths only. One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
Rune dévoreuse
Usage unique. Le joueur peut utiliser cette rune au lieu de faire une Tentative de dissipation. Le sort est lancé normalement, mais il est ensuite perdu par son Lanceur, qui ne peut plus relancer ce sort de la partie. N'affecte pas les Attributs de la Voie.
Rune of Devouring
Runic Smiths only. One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
Runic Smiths only. One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
Rune of Devouring
Runic Smiths only. One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
Runa del divoratore
Runic Smiths only. One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
Rune of Iron
The wearer of an armour engraved with ● A single Rune of Iron gains +1 Armour. ● Two or more Runes of Iron gains +2 Armour.
Rune de fer
Le porteur d'une seule Rune de fer gagne +1 en Armure. Le porteur de deux ou plus Runes de fer gagne +2 en Armure.
Rune of Iron
The wearer of an armour engraved with ● A single Rune of Iron gains +1 Armour. ● Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with ● A single Rune of Iron gains +1 Armour. ● Two or more Runes of Iron gains +2 Armour.
Rune of Iron
The wearer of an armour engraved with ● A single Rune of Iron gains +1 Armour. ● Two or more Runes of Iron gains +2 Armour.
Runa del ferro
The wearer of an armour engraved with ● A single Rune of Iron gains +1 Armour. ● Two or more Runes of Iron gains +2 Armour.
Rune of Fire
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Rune de feu
Cette rune peut être activée au début de chaque Manche de combat. Si c’est le cas, les attaques portées avec cette arme gagnent Attaques enflammées jusqu’à la fin de la phase.
Rune of Fire
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Rune of Fire
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Rune of Fire
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Runa del fuoco
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!. Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune de rappel
Une arme gravée avec cette rune peut être utilisée comme une Arme de tir (2+) avec le profil suivant : Portée 8″, Tir 1, Force et Pénétration d’armure de l’utilisateur, Rechargez !, Tir précis, Tir rapide. Les Attaques de tir avec cette arme sont affectées par les effets des Runes d'armes gravées sur l'arme (même si leurs effets sont normalement limités aux Attaques de corps à corps).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!. Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!. Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Returning
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!. Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Runa del ritorno
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!. Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Dragon's Breath
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Rune du dragon
Le porteur gagne une Attaque de souffle (Fo 4, PA 1, Attaques enflammées et Attaques magiques). Une seule Rune du dragon peut être utilisée par Manche de combat.
Rune of Dragon's Breath
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Rune of Dragon's Breath
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Runa del soffio di drago
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Rune of Steel
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune d'acier
Le porteur doit relancer ses jets de Sauvegarde d'armure ratés.
Rune of Steel
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune of Steel
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Runa dell'acciaio
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune of Kinship
Cannot be taken by model on War Throne The bearer gains Scout and Ambush.
Rune de fraternité
Le porteur gagne Éclaireur et Embuscade.
Rune of Kinship
Cannot be taken by model on War Throne The bearer gains Scout and Ambush.
Rune of Kinship
Cannot be taken by model on War Throne The bearer gains Scout and Ambush.
Rune of Kinship
Cannot be taken by model on War Throne The bearer gains Scout and Ambush.
Runa dell'affinit
Cannot be taken by model on War Throne The bearer gains Scout and Ambush.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune brisante
Les attaques portées avec cette arme voient leur Force et leur Pénétration d'armure passer à 10 contre les figurines dont la Résistance est de 5 ou plus.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune of Smashing
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Runa dell'annientamento
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune of Harnessing
Runic Smiths only. Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Rune de harnachement
Les figurines ennemies à moins de 24″ du Forgeron runique voient leur valeur de Canalisation (la valeur entre parenthèses) réduite de 1.
Rune of Harnessing
Runic Smiths only. Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Rune of Harnessing
Runic Smiths only. Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Rune of Harnessing
Runic Smiths only. Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Runa dell'imbrigliamento
Runic Smiths only. Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
Rune de l'art de la forge
L’arme devient une Arme lourde. Cette rune n’empêche pas de graver d'autres runes sur cette arme.
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
Rune of Craftsmanship
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
Runa dell'ingegno
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
Rune of Grounding
Runic Smiths only. 0-1 per Army. One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end: ● The bearer’s unit ● Enemy units in base contact with the bearer
Rune de terre
Usage unique. Peut être activée au début de n'importe quelle Phase de mêlée. Tous les sorts de Durée « Un tour » qui affectent l'unité du porteur et les unités ennemies en contact avec lui prennent fin.
Rune of Grounding
Runic Smiths only. 0-1 per Army. One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end: ● The bearer’s unit ● Enemy units in base contact with the bearer
Rune of Grounding
Runic Smiths only. 0-1 per Army. One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end: ● The bearer’s unit ● Enemy units in base contact with the bearer
Rune of Grounding
Runic Smiths only. 0-1 per Army. One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end: ● The bearer’s unit ● Enemy units in base contact with the bearer
Runa dell'interruzione
Runic Smiths only. 0-1 per Army. One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end: ● The bearer’s unit ● Enemy units in base contact with the bearer
Rune of Denial
Dominant. 0-1 per Army. One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Rune de déni
Usage unique. Le joueur peut décider d'utiliser cette Rune plutôt que de tenter une dissipation. Le sort est automatiquement dissipé.
Rune of Denial
Dominant. 0-1 per Army. One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Rune of Denial
Dominant. 0-1 per Army. One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Rune of Denial
Dominant. 0-1 per Army. One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Runa della diniego
Dominant. 0-1 per Army. One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune de destruction
Les attaques portées avec cette arme gagnent Blessures multiples (1D3).
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Runa della distruzione
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune d'éclair
Si le porteur réussit au moins une touche avec une arme gravée d'une ou plusieurs Runes d’éclair (considérer séparément chaque ensemble d’attaques simultanées), pour chaque instance de cette rune, chaque unité ennemie qui a été touchée subit en plus 1D3 touches, résolues comme des Attaques spéciales de corps à corps de Force 4, Pénétration d'armure 1 et avec Attaques magiques.
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune of Lightning
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Runa della folgore
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune of the Forge
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune de la forge
Le porteur de l’armure gagne la règle Ægide (2+, contre Attaques enflammées).
Rune of the Forge
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune of the Forge
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune of the Forge
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Runa della forgia
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune de puissance
Les attaques portées avec cette arme gagnent +1 en Force et en Pénétration d’armure pour chaque Rune de puissance gravée sur elle.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Might
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Runa della forza
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
Rune de fureur
Lorsque le porteur utilise cette arme, il gagne +1 en valeur d’Attaque pour chaque Rune de fureur gravée sur elle.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
Rune of Fury
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
Runa della furia
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
Rune of Mastery
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
Rune de maîtrise
Usage unique. Peut être activée juste avant de lancer un Sort lié. Le porteur ajoute (+2/+2) au Niveau de puissance de ce sort lié pour cette Tentative de lancement.
Rune of Mastery
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
Rune of Mastery
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
Rune of Mastery
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
Runa della maestria
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune de minage
Après avoir déterminé les Zones de déploiement (fin de l'étape 6 de la Séquence pré-partie), choisissez un Décor sur le champ de bataille. Tant que le porteur est sur le champ de bataille, toutes les figurines alliées peuvent considérer ce Décor comme un Terrain dégagé lors des Mouvements simples ou Marches forcées, mais doivent toujours respecter la Règle du pouce d'écart à la fin de leur mouvement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune of Mining
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Runa della miniera
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune of Penetration
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Rune de pénétration
Si une ou plusieurs Runes de pénétration sont gravées sur elle, les attaques portées avec cette arme gagnent +3 en Pénétration d’armure.
Rune of Penetration
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Rune of Penetration
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Runa della penetrazione
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Rune of Precision
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune de précision
Le porteur gagne Réflexes foudroyants.
Rune of Precision
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune of Precision
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune of Precision
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Runa della precisione
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, directly after all Charge Moves have been resolved. If the bearer's unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune de réactivité
Usage unique. Peut être activée à la fin de la Phase de charge, directement après que tous les Mouvements de charge ont été résolus. Si l'unité du porteur a été chargée avec succès pendant cette phase, elle peut effectuer une Reformation de combat (en suivant les règles normales pour les Reformations de combat).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, directly after all Charge Moves have been resolved. If the bearer's unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, directly after all Charge Moves have been resolved. If the bearer's unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. May be activated at the end of the Charge Phase, directly after all Charge Moves have been resolved. If the bearer's unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Runa della prontezza
One use only. May be activated at the end of the Charge Phase, directly after all Charge Moves have been resolved. If the bearer's unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
Rune d'accélération
Lorsque le porteur utilise cette arme, il gagne +3 en Agilité pour chaque Rune d’accélération gravée sur elle.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
Rune of Quickening
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
Runa della rapidit
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune de résistance
Les jets pour blesser réussis contre le porteur doivent être relancés.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune of Resistance
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Runa della resistenza
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Rune de représailles
À chaque fois que le porteur d’une armure gravée par une ou plusieurs Runes de représailles réussit un jet d'Ægide dû à Mur de boucliers (en tenant compte aussi du bonus dû à d’éventuelles Runes de bouclier), la figurine attaquante subit une touche avec la Force et la Pénétration d'armure de l'attaque sauvegardée. Ceci est considéré comme étant une Attaque spéciale.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Rune of Retribution
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Runa della vendetta
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Rune of Storms
0-2 per Army. One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24” of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
Rune des tempêtes
Usage unique. Dure un Tour de joueur. Peut être activée au début du Tour de joueur ennemi. Choisissez une unité ennemie à moins de 24″ du porteur. Toutes les figurines avec Vol dans cette unité ont leurs valeurs de Mouvement simple et de Marche forcée (à la fois pour le mouvement au sol et en vol) divisées par deux, arrondies au supérieur.
Rune of Storms
0-2 per Army. One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24” of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
Rune of Storms
0-2 per Army. One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24” of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
Rune of Storms
0-2 per Army. One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24” of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
Runa delle tempeste
0-2 per Army. One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24” of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
Rune of Shielding
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Rune bouclier
Le porteur gagne Ægide (+1, max 4+). L'Ægide de cette rune ne se combine qu’avec elle-même et celle de Mur de boucliers.
Rune of Shielding
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Rune of Shielding
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Runa di difesa
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.

Magic Standards usable by the army

EN FR DE PL ES IT
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icône éthérée
L'unité du porteur gagne la règle Résistance à la magie (1).
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Icona d'etere
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Bannière de Discipline
L'unité du porteur peut relancer ses Tests de panique ratés. Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Insegna della disciplina
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Bannière de vitesse
Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Insegna della velocit
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Bannière de la compagnie infatigable
Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle. Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur. Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Insegna della compagnia implacabile
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Bannière ardente
Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur. L'unité du porteur gagne la règle Attaques enflammées. Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat. Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Stendardo infuocato
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Bannière de la légion
L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stendardo della legione
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Bannière du rôdeur
L'unité du porteur gagne la règle Guide.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stendardo dell'oppressore
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Bannière lacérante
Cet Enchantement peut être activé au début d'une Manche de combat. les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Runic Standard of Dismay
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
Bannière runique de confusion
Les unités qui chargent l’unité du porteur subissent un malus de –2″ sur leur valeur de Mouvement simple lors de leur jet de Portée de charge.
Runic Standard of Dismay
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
Runic Standard of Dismay
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
Stendardo runico dello sgomento
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
Runic Standard of Swiftness
The bearer's unit gains Vanguard.
Bannière runique de hardiesse
L'unité du porteur gagne la règle Avant-garde.
Runic Standard of Swiftness
The bearer's unit gains Vanguard.
Runic Standard of Swiftness
The bearer's unit gains Vanguard.
Runic Standard of Swiftness
The bearer's unit gains Vanguard.
Stendardo runico della rapidit
The bearer's unit gains Vanguard.
Runic Standard of the Anvil
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
Bannière runique de l'enclume
Les unités alliées qui chargent des unités ennemies engagées au combat avec l'unité du porteur doivent relancer leurs jets de Portée de charge ratés.
Runic Standard of the Anvil
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
Runic Standard of the Anvil
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
Runic Standard of the Anvil
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
Stendardo runico dell'incudine
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
Runic Standard of the Hold
0-3 per Army. A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Bannière runique de la forteresse
Une unité avec une ou plusieurs Bannières runiques de ce type compte comme ayant un rang complet supplémentaire eu égard aux règles Désorganisée et Indomptable.
Runic Standard of the Hold
0-3 per Army. A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
0-3 per Army. A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Hold
0-3 per Army. A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Stendardo runico della roccaforte
0-3 per Army. A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of Shielding
(Battle Standard Bearer, Deep Watch, and King's Guard only.) All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Bannière runique de protection
Toutes les unités alliées à 6″ ou moins du porteur gagnent Ægide (5+ contre les Attaques de tir).
Runic Standard of Shielding
(Battle Standard Bearer, Deep Watch, and King's Guard only.) All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Runic Standard of Shielding
(Battle Standard Bearer, Deep Watch, and King's Guard only.) All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Runic Standard of Shielding
(Battle Standard Bearer, Deep Watch, and King's Guard only.) All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Stendardo runico di difesa
(Battle Standard Bearer, Deep Watch, and King's Guard only.) All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Runic Standard of Wisdom
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
Bannière runique de sagesse
Le porteur peut sélectionner une seule Rune de bataille pendant la Sélection des sorts. Cette Rune de bataille peut être lancée par le porteur avec la Portée : Unité du lanceur.
Runic Standard of Wisdom
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
Runic Standard of Wisdom
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
Runic Standard of Wisdom
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
Stendardo runico della sapienza
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.
Bannière runique de Stabilité
Usage unique. Peut être activée au début de n'importe quelle Phase de mouvement. L'unité du porteur gagne Tir rapide jusqu'à la fin du Tour du joueur
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.

Units od the army

EN FR DE PL ES IT
King
Roi
King
King
King
Re
Thane
Thane
Thane
Thane
Thane
Thane
Dragon Seeker
Chasseur de dragons
Dragon Seeker
Dragon Seeker
Dragon Seeker
Squartadraghi
Runic Smith
Forgeron runique
Runic Smith
Runic Smith
Runic Smith
Fabbro runico
Engineer
Ingénieur
Engineer
Engineer
Engineer
Ingegnere
Anvil of Power
Enclume de pouvoir
Anvil of Power
Anvil of Power
Anvil of Power
Incudine del potere
Shield Bearers
Porteurs de bouclier
Shield Bearers
Shield Bearers
Shield Bearers
Portatori dello scudo
War Throne
Trône de guerre
War Throne
War Throne
War Throne
Trono da guerra
Clan Warriors
Guerriers des clans
Clan Warriors
Clan Warriors
Clan Warriors
Guerrieri del clan
Greybeards
Barbes-grises
Greybeards
Greybeards
Greybeards
Barbegrigie
Clan Marksmen
Longues-mires des clans
Clan Marksmen
Clan Marksmen
Clan Marksmen
Tiratori del clan
Deep Watch
Sentinelles des profondeurs
Deep Watch
Deep Watch
Deep Watch
Sentinelle delle profondit
King's Guard
Gardes du roi
King's Guard
King's Guard
King's Guard
Guardia del re
Miners
Mineurs
Miners
Miners
Miners
Minatori
Rangers
Patrouilleurs
Rangers
Rangers
Rangers
Ranger
Seekers
Chasseurs de tête
Seekers
Seekers
Seekers
Squartatori
Vengeance Seeker
Chasseur de rancunes
Vengeance Seeker
Vengeance Seeker
Vengeance Seeker
Squartatore vendicativo
Hold Guardians
Gardiens des forts
Hold Guardians
Hold Guardians
Hold Guardians
Guardiani della roccaforte
Grudge Buster
Brise-rancunes
Grudge Buster
Grudge Buster
Grudge Buster
Spaccarancori
Forge Wardens
Veilleurs des forges
Forge Wardens
Forge Wardens
Forge Wardens
Custodi della forgia
Attack Copter
Autogyre d’assaut
Attack Copter
Attack Copter
Attack Copter
Attack Copter
Steam Copters
Autogyre à vapeur
Steam Copters
Steam Copters
Steam Copters
Bombadier autogiro
Field Artillery
Field Artillery
Field Artillery
Field Artillery
Field Artillery
Field Artillery
Dwarf Ballista
Baliste naine
Dwarf Ballista
Dwarf Ballista
Dwarf Ballista
Dwarf Ballista
Flame Cannon
Canon incendiaire
Flame Cannon
Flame Cannon
Flame Cannon
Lanciafiamme
Flame Cannon Rune Crafted
Canon incendiaire frappé de runes
Flame Cannon Rune Crafted
Flame Cannon Rune Crafted
Flame Cannon Rune Crafted
Lanciafiamme Rune Crafted
Catapult
Catapulte
Catapult
Catapult
Catapult
Catapulta
Cannon
Canon
Cannon
Cannon
Cannon
Cannon
Organ Gun
Canon orgue
Organ Gun
Organ Gun
Organ Gun
Organ Gun
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf
Giant Dwarf