Empire of Sonnstahl

Empire of Sonnstahl

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
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
Steam Powered
The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Moteur à vapeur
Règle universelle. Bien qu’elle ait Mouvement aléatoire, la figurine peut choisir de ne pas bouger ; de plus, ses Distances de poursuite et de Charge irrésistible sont toujours de 0″. Avant de bouger pendant la Phase de mouvement, la figurine peut choisir de remplacer son Mouvement aléatoire (4D3″) par Mouvement aléatoire (5D3″) jusqu’à la fin de la Phase de mouvement. Dans ce cas, le Canon à vapeur ne peut pas être utilisé pendant ce Tour de joueur.
Steam Powered
The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Steam Powered
The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Steam Powered
The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Alimentato a vapore
The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnaché
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Contenidos
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Imbrigliato
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Peur
Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Mago Apprendista
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Bow
Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
Bow
Bow
Arco
Bow
Arcane Shield
Universal Rule. Friendly units within 6" of the model gains Distracting. The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).
Bouclier cabalistique
Règle universelle. Les unités alliées à 6″ ou moins de cette figurine gagnent Perturbant. La Machine cabalistique peut lancer Puissance subjective (Cosmologie) comme un Sort lié de Niveau de puissance (4/8).
Arcane Shield
Universal Rule. Friendly units within 6" of the model gains Distracting. The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).
Arcane Shield
Universal Rule. Friendly units within 6" of the model gains Distracting. The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).
Arcane Shield
Universal Rule. Friendly units within 6" of the model gains Distracting. The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).
Scudo arcano
Universal Rule. Friendly units within 6" of the model gains Distracting. The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Ardeur guerrière
Attaques & Armes, Mêlée Si une attaque avec cette règle touche avec un résultat non modifié de '6', l'attaque inflige deux touches au lieu d'une.
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Estasi della Battaglia
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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
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
Light Armour
Armor +1
Armure légère
Armure +1
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Armadura Ligera
Armor +1
Armatura Leggera
armatura +1
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
Breath Attack
Attaque de souffle
L'élément de figurine ne peut utiliser cette attaque qu'une fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu'une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir soit comme une Attaque de mêlée. • Comme une Attaque de tir, normalement pendant la Phase de tir. Choisissez une cible en utilisant les règles normales des Attaques de tir. Elle peut être utilisée même si la figurine a effectué une Marche forcée pendant ce tour, et peut servir à Tenir la position et tirer en réponse à une charge. L'attaque a une portée de 6″. • Comme une Attaque de mêlée, normalement pendant la Phase de mêlée. L'attaque est portée à l'Agilité de l'élément de figurine. Déclarez que vous utilisez l'Attaque de souffle quand vous allouez les attaques et désignez une unité en contact socle à socle à attaquer. L'Attaque de souffle, que ce soit comme Attaque de tir ou de mêlée, inflige 2D6 touches automatiques à sa cible. La Force, la Pénétration d'armure et les Attributs d'attaque éventuels de ces touches sont données entre parenthèses, comme dans « Attaque de souffle (Force 4, Pénétration d'armure 1, Attaques enflammées) ». Quand plusieurs éléments de figurine de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément.
Atemattacke
Breath Attack
Ataque de Aliento
Attacco a Soffio
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Attaque divine
Attaques & Armes, Mêlée Les Sauvegardes d'Ægide réussies contre des attaques avec cette règle doivent être relancées.
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
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.
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.
Beast Hunters
Attack Attribute - Shooting. When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Chasseurs de bêtes
Attribut d’attaque – Tir. En utilisant un Arc, l’Attaque de tir gagne Tirs 2 et Coup fatal (contre les Bêtes).
Beast Hunters
Attack Attribute - Shooting. When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Beast Hunters
Attack Attribute - Shooting. When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Beast Hunters
Attack Attribute - Shooting. When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Cacciatori di bestie
Attack Attribute - Shooting. When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.
Blessings
The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn: -"Ullor's Blessing" The target gains Aegis (5+) against Melee Attacks - "Sunna's Blessing" The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. - "Volund's Blessing" The target must reroll failed to-wound rolls with Melee Attacks.
Bénédictions
L'élément de la figurine avec cette règle et tous les éléments de figurine de son unité, sauf ceux avec Harnaché, gagnent la règle Haine. De plus, la figurine peut lancer les 3 Sorts liés (4/8), chacun une fois par phase de magie. Ils sont de type : Amélioration, Unité du lanceur, Dure un Tour. "Bénédiction d'Ullor" L'unité ciblée obtient Ægide (5+) contre les Attaques de mêlée "Bénédiction de Sunna" L'unité ciblée gagne la règle Attaques enflammées. De plus, toute unité ennemie en contact socle à socle avec au moins une unité ciblée par ce sort subit 1D6 touches de Force 4, PA 1, ayant les règles Attaques enflammées et Attaques magiques au moment où le sort est lancé. "Bénédiction de Volund" L'unité ciblée doit relancer ses jets pour blesser ratés sur ses Attaques de mêlée.
Blessings
The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn: -"Ullor's Blessing" The target gains Aegis (5+) against Melee Attacks - "Sunna's Blessing" The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. - "Volund's Blessing" The target must reroll failed to-wound rolls with Melee Attacks.
Blessings
The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn: -"Ullor's Blessing" The target gains Aegis (5+) against Melee Attacks - "Sunna's Blessing" The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. - "Volund's Blessing" The target must reroll failed to-wound rolls with Melee Attacks.
Blessings
The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn: -"Ullor's Blessing" The target gains Aegis (5+) against Melee Attacks - "Sunna's Blessing" The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. - "Volund's Blessing" The target must reroll failed to-wound rolls with Melee Attacks.
Benedizioni
The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn: -"Ullor's Blessing" The target gains Aegis (5+) against Melee Attacks - "Sunna's Blessing" The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. - "Volund's Blessing" The target must reroll failed to-wound rolls with Melee Attacks.
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.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Blessures multiples
Attaques & Armes, Mêlée Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans « Blessures multiples (1D3) », lancez un dé pour chaque blessure concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la Caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille. Par exemple, si une attaque avec Blessures Multiples (1D6) blesse un Troll (PV 3), et qu'un '5' est Sommaire 97 Règles spéciales obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si l'unité de Troll avait déjà perdu un ou deux Points de vie précédemment dans la bataille. Si Ailes Mutilées est précisé après la valeur X, toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle Vol est multipliée par X+1 plutôt que X.
Multiple Lebenspunktverluste
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Heridas Múltiples (X)
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Ferite Multiple
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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.
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)).
Steam Cannon
Steam Cannon: Cannon Artillery Weapon. Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].
Canon à vapeur
Arme d’artillerie de type Canon. Portée 36”, Tir 1, Fo 3[7], PA 0[6], [Blessures multiples (1D3, Ailes mutilées)].
Steam Cannon
Steam Cannon: Cannon Artillery Weapon. Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].
Steam Cannon
Steam Cannon: Cannon Artillery Weapon. Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].
Steam Cannon
Steam Cannon: Cannon Artillery Weapon. Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].
Steam Cannon
Steam Cannon: Cannon Artillery Weapon. Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].
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.
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.
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.
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.
Fanatical
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Fanatique
Règle universelle. Lorsqu’une figurine avec Fanatique est tuée par une Attaque de mêlée à n’importe quel Palier d’initiative d’une Manche de combat à laquelle son unité participe, retirez-la comme perte seulement à la fin du Palier d’initiative 0.
Fanatical
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Fanatical
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Fanatical
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Fanatico
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fire on Impact!
Attack Attribute - Close Combat. A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Feu à l'impact !
Attribut d’attaque – Corps à corps. Un élément de figurine en charge qui a Feu à l’impact ! et un Pistolet, une Paire de pistolets ou un Pistolet à répétition frappe toujours au Palier d’initiative 10, la Force de ses Attaques de corps à corps passe à 4 et sa Pénétration d’armure passe à 2 (quelles que soient l’Agilité, la Force et la Pénétration d’armure de l’utilisateur).
Fire on Impact!
Attack Attribute - Close Combat. A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Fire on Impact!
Attack Attribute - Close Combat. A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Fire on Impact!
Attack Attribute - Close Combat. A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Fuoco all'impatto!
Attack Attribute - Close Combat. A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
First Knight
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.
Premier chevalier
Règle universelle. Lorsque cette figurine rejoint une unité de Cavalerie impériale, celle-ci gagne Sans peur. De plus, si la figurine est le Général, les figurines ordinaires de l’unité gagnent Unité mère.
First Knight
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.
First Knight
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.
First Knight
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.
Primo cavaliere
When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.
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.
Foresight
Universal Rule. Friendly units within 6" of the model gains Lightning Reflexes. The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).
Vision du futur
Règle universelle. Les unités alliées à 6″ ou moins de cette figurine gagnent Réflexes foudroyants. La Machine cabalistique peut lancer De glace et de feu (Cosmologie) comme un Sort lié de Niveau de puissance (4/8).
Foresight
Universal Rule. Friendly units within 6" of the model gains Lightning Reflexes. The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).
Foresight
Universal Rule. Friendly units within 6" of the model gains Lightning Reflexes. The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).
Foresight
Universal Rule. Friendly units within 6" of the model gains Lightning Reflexes. The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).
Preveggenza
Universal Rule. Friendly units within 6" of the model gains Lightning Reflexes. The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frénésie
Une unité avec au moins la moitié de ses figurines avec Frénésie ne peut pas choisir de Fuir comme Réaction à charge. Lors de Tests de discipline, appliquer ce qui suit : ● Pour un Test de panique, de décimation ou de peur : l'unité gagne +2 en Discipline. ● Pour un Test de moral, effectuez le test normalement. ● Pour tout autre Test de discipline, l'unité souffre d'un malus de -2 en Discipline. Au début de la Phase de charge, chacune de vos unités avec au moins une figurine ayant Frénésie qui pourrait déclarer une charge contre une unité ennemie à une distance de Pas ordinaire +7 " (en utilisant la plus basse valeur de Pas ordinaire parmi les figurines de l'unité) doit passer un Test de discipline, appelé Test de frénésie. Si Sommaire 82 Règles spéciales le test échoue, toute l'unité doit déclarer une charge à ce Tour de ce joueur. Notez que les Personnages ne sont jamais obligés de charger en dehors de leur unité.
Raserei
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenesí
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Furia
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frontiersmen
The model automatically passes Panic Tests caused by Terror.
Pionniers endurcis
Règle universelle. La figurine réussit automatiquement les Tests de panique causés par la Terreur.
Frontiersmen
The model automatically passes Panic Tests caused by Terror.
Frontiersmen
The model automatically passes Panic Tests caused by Terror.
Frontiersmen
The model automatically passes Panic Tests caused by Terror.
Uomini di frontiera
The model automatically passes Panic Tests caused by Terror.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Holy Relic
Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
Sainte relique
Règle universelle. Toutes les unités alliées à 6″ ou moins du porteur gagnent Haine. Les éléments de figurine avec Harnaché ne sont pas affectés. Tous les Sorts liés « Bénédictions » lancés par le Personnage sur l’Autel ont Type : Aura, Portée 6″ (remplace Type : Unité du lanceur). La figurine peut lancer Frappe Infaillible (Divination) en tant que Sort lié de Niveau de puissance (4/8).
Holy Relic
Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
Holy Relic
Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
Holy Relic
Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
Sacra reliquia
Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Tirailleur
Une figurine avec la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang). Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur. Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité. On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle de l'unité. En dehors de cet écart entre les figurines, l'unité suit les règles normales et possède donc un Front, deux Flancs et un Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile. De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place. Une unité en formation tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu'un Personnage n'ait exactement la même taille de socle que toutes les figurines ordinaires de l'unité, il est considéré comme ayant un socle incompatible lorsqu'il est placé dans l'unité. L'unité cesse d'être en formation tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle si possible.
Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Imperial Rocketeer
Catapult (1) Artillery Weapon: Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Lance-fusées impérial
Arme d’artillerie de type Catapulte (1×1) : Portée 15-48″, Tirs 3, Fo 5, PA 3, Blessures multiples (1D3). Cette arme traite tous les résultats de la Table des incidents de tir comme un « Dysfonctionnement ». De plus, chaque tir peut provoquer un Incident de tir.
Imperial Rocketeer
Catapult (1) Artillery Weapon: Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Imperial Rocketeer
Catapult (1) Artillery Weapon: Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Imperial Rocketeer
Catapult (1) Artillery Weapon: Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
Imperial Rocketeer
Catapult (1) Artillery Weapon: Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
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.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
Knightly Orders
Universal Rule. The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.
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.
Master Artificer
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Maître artificier
Règle universelle. La figurine peut donner l'Ordre Prêt ! En joue ! Feu ! à l'Unité mère ou l'Unité de soutien qu'elle a rejointe.
Master Artificer
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Master Artificer
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Master Artificer
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Mastro artificiere
The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Mouvement aléatoire
Une unité avec Mouvement aléatoire ne peut pas déclarer de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple ou Marche forcée). Cela signifie qu'elle ne peut pas effectuer de Mouvement magique. Elle perd la règle Course rapide, si elle l'avait, et se déplace toujours de la distance indiquée entre parenthèses pour une Charge, une Charge irrésistible, une Fuite ou une Poursuite. À la fin de l'étape 2 de la Séquence de mouvement (directement après le Ralliement des troupes en fuite), chaque unité alliée non Engagée au combat possédant cette règle se déplace en suivant les règles de Poursuite, avec les exceptions suivantes. Elle peut choisir librement la direction vers laquelle se tourner avant de lancer les dés de la distance de Poursuite. Elle ne peut pas sortir du champ de bataille par un bord de table. Enfin, elle ne doit passer des tests de Terrain dangereux que si son mouvement lui fait charger une unité ennemie (ainsi que lors d'une fuite, de la poursuite d'un ennemi ou d'une Charge irrésistible). Chaque fois qu'une unité avec un Mouvement aléatoire a besoin d'une distance de Marche forcée (par exemple lors d'une Reformation post-combat), utilisez la valeur maximale potentielle de X comme distance de Marche forcée. Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre que des unités ayant cette règle, en se déplaçant à leur contact pendant la Phase de mouvement ou en étant déployé avec. De même, une unité avec cette règle ne peut être rejointe que par des Personnages ayant cette règle. Si une unité dispose de plusieurs valeurs de Mouvement aléatoire, utilisez la valeur la plus basse (en cas d'égalité, vous pouvez choisir laquelle utiliser). Une figurine avec Mouvement aléatoire ne peut pas bouger pendant la Phase où elle arrive sur le Champ de Bataille en tant que Renfort (Attaque à l'aube) ou grâce à la règle Embuscade.
Zufällige Bewegung
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Movimento Casuale
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Orders
A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected. The available orders are listed below: - On the Double: The target gains +1 Advance Rate and +4 March Rate. - Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes). - Ready Aim Fire: The target gains Accurate. - Brace for impact: The target gains Fight in Extra Rank
Ordres
Un Personnage avec cette règle spéciale peut donner un seul Ordre à une Unité mère ou une Unité de soutien qui se trouve à 8" ou moins. Si la figurine est le Général, l'unité cible peut se trouver à la portée de sa Présence impérieuse. Les Ordres sont donnés au début de chaque Tour de joueur allié. Les effets s'appliquent immédiatement et durent jusqu'à la fin du prochain Tour du joueur. Une unité ne peut recevoir un même Ordre qu'une seule fois dans le même tour. Seules les figurines de Taille Standard sont affectées. Les différents Ordres possibles et leurs effets sont décrits dans la table ci-dessous : "En quatrième vitesse !" La cible gagne +1 en Mouvement simple et +4 en Marche forcée. "Tenez bon !" Les Tests de discipline de la cible ont la règle Jet minimisé. De plus, si elle réussit un Test de ralliement, elle ne devient pas Ébranlée, et la Reformations effectuée après le Ralliement n'empêche pas l'unité de se déplacer et/ou tirer (mais elle compte toujours comme s'étant déplacée pour ce qui est du tir). "Prêt ! En joue ! Feu !" La cible gagne Tir précis. "Premier rang, genou à terre !" La cible gagne Combat sur un rang supplémentaire
Orders
A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected. The available orders are listed below: - On the Double: The target gains +1 Advance Rate and +4 March Rate. - Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes). - Ready Aim Fire: The target gains Accurate. - Brace for impact: The target gains Fight in Extra Rank
Orders
A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected. The available orders are listed below: - On the Double: The target gains +1 Advance Rate and +4 March Rate. - Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes). - Ready Aim Fire: The target gains Accurate. - Brace for impact: The target gains Fight in Extra Rank
Orders
A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected. The available orders are listed below: - On the Double: The target gains +1 Advance Rate and +4 March Rate. - Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes). - Ready Aim Fire: The target gains Accurate. - Brace for impact: The target gains Fight in Extra Rank
Ordini
A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected. The available orders are listed below: - On the Double: The target gains +1 Advance Rate and +4 March Rate. - Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes). - Ready Aim Fire: The target gains Accurate. - Brace for impact: The target gains Fight in Extra Rank
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
Unité mère
Une unité est considérée comme Unité mère si au moins la moitié de ses figurines possède cette Règle universelle. Celles-ci traitent toutes les Unités de soutien comme Insignifiant. Lorsqu'une Unité mère réussit un jet de Distance de charge contre une unité ennemie qui ne fuit pas, avant d'effectuer le Mouvement de charge, toute Unité de soutien dans les 8" d'une Unité mère peut effectuer une charge de soutien. Pour cela, l'Unité de soutien Déclare une charge contre la même unité ennemie. Appliquez toutes les règles habituelles de charge pour cette charge hors-séquence (ligne de vue, arc frontal, jet de distance de charge, une roue maximum, etc…), avec l'exception que l'unité ennemie ne peut que Tenir comme Réaction à une charge. Pour ces Mouvements de charge, traitez-les comme des Charges multiples. Lors du calcul du Résultat de combat de la phase de Mêlée suivante, additionnez les Bonus de rang de l'Unité mère et d'une des Unités de soutien qui a réussi une charge de soutien, jusqu'à un maximum de +6.
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
Unit madre
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistolet
Portée 12", Tir 1, Fo 4, PA 2, Tir de volée.
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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.
Reserves
Universal Rule. The unit is treated as Insignificant by Parent and Support Units
Réserves
Règle universelle. L’unité est considérée comme ayant la règle Insignifiant par les Unités mères et par les Unités de soutien.
Reserves
Universal Rule. The unit is treated as Insignificant by Parent and Support Units
Reserves
Universal Rule. The unit is treated as Insignificant by Parent and Support Units
Reserves
Universal Rule. The unit is treated as Insignificant by Parent and Support Units
Riserve
Universal Rule. The unit is treated as Insignificant by Parent and Support Units
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
Unité de soutien
Une unité est considérée comme une Unité de soutien si au moins la moitié de ses figurines ont cette Règle universelle. Les Unités de soutien sont traitées comme Insignifiantes par les Unités mères. Les Unités de soutien dans un rayon de 8" d'au moins une Unité mère gagnent la règle Combat sur un rang supplémentaire et peuvent utiliser des Attaques de tir au 3e rang (en plus des 1er et 2e rangs). Si une Unité de soutien a au moins un Rang complet, elle compte comme ayant le même nombre de Rangs complets qu'une Unité mère dans un rayon de 8" pour déterminer si elle est Indomptable ou non. Pendant la phase de charge de l'adversaire, les Unités de soutien peuvent effectuer l'une des actions suivantes : 1. Immédiatement après qu'une Unité mère dans un rayon de 8" choisit volontairement une Réaction à une charge, l'Unité de soutien peut Tenir et tirer comme si l'ennemi avait déclaré une charge contre elle dans sa position actuelle (appliquez les règles normales pour la réaction Tenir et tirer). 2. Immédiatement après que toutes les unités ennemies ont effectué leur Mouvement de charge, les Unités de soutien dans un rayon de 8" d'une Unité mère qui a été chargée avec succès cette phase peuvent contre-charger. Pour ce faire, choisissez une unité ennemie ayant chargé avec succès l'Unité mère et Déclarez une charge avec l'Unité de soutien. Appliquez toutes les règles habituelles pour charger lors de cette Charge hors-séquence (ligne de vue, arc frontal, doit lancer un jet de Distance de charge, une Roue maximum, etc ...). Lors du calcul du Résultat de combat durant la phase de Mêlée suivante, combinez les Bonus de rang de l'Unité mère et d'une Unité de soutien ayant effectué avec succès une contre-charge (en suivant les restrictions habituelles), jusqu'à un maximum de +6.
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
Unit di supporto
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.
Zealots
Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.
Zélateur
Règle universelle. Les Prélats peuvent rejoindre cette unité ; ils gagnent Indémoralisable et Sans peur tant qu’ils sont dans cette unité.
Zealots
Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.
Zealots
Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.
Zealots
Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.
Zeloti
Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.

Magic Items usable by the army

EN FR DE PL ES IT
Exemplar’s Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]LethalStrike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Flamme de l’exemple
Choisissez une [b]Unité mère[/b] après la Sélection des sorts (à l’étape 8 dela Séquence pré-partie). Au début de n’importe quelle Phase de mêlée alliée, si le porteur se situe à 18″ ou moins del’unité choisie, le joueur actif peut décider de défausser un unique marqueur « Voile » de sa réserve de marqueurs« Voile » pour donner à toutes les figurines ordinaires de l’unité ciblée les règles [b]Attaque magique[/b] et [b]Coupfatal[/b] jusqu’à la fin de la phase.
Exemplar’s Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]LethalStrike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Exemplar’s Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]LethalStrike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Exemplar’s Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]LethalStrike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Exemplar’s Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]LethalStrike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Blacksteel
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, thewearer gains an additional +1 Armour.
Acier noir
Le porteur gagne +1 en Armure et [b]Peur[/b]. Si le porteur est à pied, il gagneun +1 supplémentaire en Armure.
Blacksteel
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, thewearer gains an additional +1 Armour.
Blacksteel
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, thewearer gains an additional +1 Armour.
Blacksteel
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, thewearer gains an additional +1 Armour.
Acciaio nero
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, thewearer gains an additional +1 Armour.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alliage d'alchimiste
Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Appel du destin
Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Death Warrant
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]MagicalAttacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain[b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
Arrêt de mort
Les attaques effectuées avec cette arme gagnent [b]Ardeur guerrière[/b] et[b]Attaque magique[/b]. Si une touche est effectuée avec cette arme contre une unité ennemie, les figurines alliéesavec [b]Unité mère[/b] ou [b]Unité de soutien[/b] gagnent [b]Ardeur guerrière[/b] pour les attaques effectuéescontre cette même unité ennemie durant la même phase aux Paliers d’initiative suivants.
Death Warrant
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]MagicalAttacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain[b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
Death Warrant
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]MagicalAttacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain[b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
Death Warrant
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]MagicalAttacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain[b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
Condanna a morte
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]MagicalAttacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain[b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Injection de basalte
Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bâton de dragon
Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bastone del drago
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Parchemin d'entrave
Usage unique. Peut être activé au début de la Phase de magie. Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs). Cette figurine ne peut lancer ce sort durant cette Phase de magie.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Pergamena vincolante
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Inscriptions bénies
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Iscrizioni benedette
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Grimoire de maîtrise cabalistique
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Bottes du forestier
Uniquement figurines d'Infanterie de taille Standard. Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (jusqu'à un maximum de respectivement 10 et 20).
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Shield of Volund
While using this Shield, attacksagainst the bearer’s model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Bouclier de Volund
Lorsque leporteur utilise ce Bouclier, les attaques contre la figurine du porteur perdent les règles [b]Ardeur guerrière[/b] et[b]Coup fatal[/b] (le cas échéant).
Shield of Volund
While using this Shield, attacksagainst the bearer’s model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Shield of Volund
While using this Shield, attacksagainst the bearer’s model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Shield of Volund
While using this Shield, attacksagainst the bearer’s model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Scudo di Volund
While using this Shield, attacksagainst the bearer’s model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Boule de cristal
Usage unique. Peut être activée au début de votre Phase de magie. Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place. Remélangez la carte précédente dans votre paquet de cartes.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Sfera di cristallo
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Brise-bouclier
Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Frantuma scudi
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Winter Cloak
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b],and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Cape de l’hiver
Le porteur gagne [b]Ægide (5+)[/b], [b]Ægide (2+, contre Attaqueenflammée)[/b] et [b]Perturbant[/b]. Le porteur rate automatiquement tous les jets de sauvegarde de[b]Fortitude[/b].
Winter Cloak
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b],and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Winter Cloak
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b],and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Winter Cloak
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b],and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Mantello invernale
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b],and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Charme de chance
Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Héritage magique
Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Lumière purifiante
Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Coeur de héros
Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise. Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du roi-magicien
Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son Armée.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Couronne d'autocratie
Le porteur gagne +1 en Discipline. Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10. Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Corona dell'autarchia
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Karadon’s Courser
Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer [b]must[/b] reroll failed Charge Range rolls.
Coursier de Karadon
Usage unique. Peut être activé au début de n’importe quel début de Tour de joueur allié. Pour la durée de ce Tour dejoueur, toutes les unités alliées à 6″ ou moins du porteur doivent relancer leurs jets de Portée de charge ratés.
Karadon’s Courser
Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer [b]must[/b] reroll failed Charge Range rolls.
Karadon’s Courser
Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer [b]must[/b] reroll failed Charge Range rolls.
Karadon’s Courser
Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer [b]must[/b] reroll failed Charge Range rolls.
Karadon’s Courser
Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer [b]must[/b] reroll failed Charge Range rolls.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Crépuscule forgé
Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Trompe-la-mort
Le porteur gagne +1 en Armure et la règle Régénération (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dextérité surnaturelle
Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gemme de feu dragon
Le porteur gagne la règle À l'épreuve du feu.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gemma draconica
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence de libre pensée
Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une. Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essenza di una mente libera
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence de mithril
Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Glyphe de saule
Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Witchfire Guard
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] whileusing this Shield.
Protection du feu sorcier
Le porteur gagne [b]Ægide (4+, contre Attaque magique)[/b]quand il utilise ce Bouclier.
Witchfire Guard
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] whileusing this Shield.
Witchfire Guard
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] whileusing this Shield.
Witchfire Guard
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] whileusing this Shield.
Guardia del fuoco stregato
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] whileusing this Shield.
Hammer of Witches
The bearer’s Attack Value is [b]set[/b] to 5 while using this weapon,and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Malleus maleficarum
La valeur d’Attaque du porteur [b]passe[/b] à 5 lorsqu’il utilise cettearme, les attaques effectuées avec cette arme gagnent [b]Ardeur guerrière (contre Canalisation)[/b] et [b]Attaquemagique[/b].
Hammer of Witches
The bearer’s Attack Value is [b]set[/b] to 5 while using this weapon,and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Hammer of Witches
The bearer’s Attack Value is [b]set[/b] to 5 while using this weapon,and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Hammer of Witches
The bearer’s Attack Value is [b]set[/b] to 5 while using this weapon,and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Martello delle streghe
The bearer’s Attack Value is [b]set[/b] to 5 while using this weapon,and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
Sceau impérial
Le porteur gagne +3 en Armure et +1 en Discipline. L’unité du porteur ne peutpas déclarer volontairement « Fuir » comme Réaction à une charge.
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Tueuse de rois
Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur. Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Sterminatrice di re
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
The Light of Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b]have Armour Penetration 10, and become [b]Magical Attacks[/b].
La Lumière de Sonnstahl
Les attaques effectuées avec cette arme blessent automatiquementet ont [b]toujours[/b] Pénétration d’armure 10 et gagnent [b]Attaque magique[/b].
The Light of Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b]have Armour Penetration 10, and become [b]Magical Attacks[/b].
The Light of Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b]have Armour Penetration 10, and become [b]Magical Attacks[/b].
The Light of Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b]have Armour Penetration 10, and become [b]Magical Attacks[/b].
La luce di Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b]have Armour Penetration 10, and become [b]Magical Attacks[/b].
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Manchons foudroyants
Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Vambraci del lampo
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Locket of Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Médaillon de Sunna
Lorsqu’il combat en Duel, choisissez un élément de figurine combattant aussidans ce Duel contre le porteur (qui ne peut pas être un élément avec [b]Harnaché[/b] ou [b]Inanimé[/b]). Le porteuret l’élément choisi [b]doivent[/b] échanger leurs valeurs d’Agilité, d’Attaque, de Force, de Pénétration d’armure et deRésistance non modifiées. Cet échange s’applique avant tout autre modificateur. Si l’élément de figurine n’a pas deprofil défensif propre, utilisez le profil défensif de la figurine combinée à la place.
Locket of Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Locket of Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Locket of Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Medaglione di Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Mantle of Ullor
Enemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
Manteau d’Ullor
Les unités ennemies à 6″ ou moins du porteur ne gagnent pas +1 en Agilité del’Élan de charge.
Mantle of Ullor
Enemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
Mantle of Ullor
Enemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
Mantle of Ullor
Enemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
Manto di Ullor
Enemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
Obsidian Rock
The bearer gains Magic Resistance (2).
Roc d'obsidienne
Le porteur gagne la règle Résistance à la magie (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion de force
Ne peut être prise par des figurines avec la règle Présence imposante. Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat. Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion de rapidité
Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre de pouvoir
Dominant. Usage unique. Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Scettro del potere
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman de protection
Le porteur gagne Ægide (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talismano di protezione
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman du Vide
Le porteur gagne Canalisation (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talismano del vuoto
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touché par la grâce
Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques. Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d'arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Tocco di grandigia
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

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.
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.
Bannière de cohésion
À chaque fois que l’unité du porteurest la cible d’un Ordre, l’unité peut immédiatement donner un Ordre à une [b]Unité de soutien[/b] à 8″ ou moins del’unité du porteur.
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.
Stendardo dell'unione
Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.
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.
Household Standard
If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.
Étendard de maisonnée
Si le Général se trouve dans l’unité du porteur, la portée de sa [b]Présenceimpérieuse[/b] est augmentée de 6″.
Household Standard
If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.
Household Standard
If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.
Household Standard
If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.
Stendardo della casata
If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.
Marksman’s Pennant
The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.
Fanion du tireur
L’unité du porteur ne subit pas la pénalité de −1 pour toucher lorsqu’elleeffectue la Réaction à une charge « Tenir la position et tirer ».
Marksman’s Pennant
The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.
Marksman’s Pennant
The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.
Marksman’s Pennant
The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.
Vessillo del tiratore scelto
The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.

Units od the army

EN FR DE PL ES IT
Marshal
Maréchal
Marshal
Marshal
Marshal
Maresciallo
Knight Commander
Maître de chevalerie
Knight Commander
Knight Commander
Knight Commander
Cavalier comandante
Prelate
Prélat
Prelate
Prelate
Prelate
Prelato
Wizard
Magicien
Wizard
Wizard
Wizard
Mago
Artificer
Artificier
Artificer
Artificer
Artificer
Artificiere
Inquisitor
Inquisiteur
Inquisitor
Inquisitor
Inquisitor
Inquisitore
Horse
Cheval
Horse
Horse
Horse
Cavallo
Pegasus
Pégase
Pegasus
Pegasus
Pegasus
Pegaso
Young Griffon
Jeune griffon
Young Griffon
Young Griffon
Young Griffon
Grifone giovane
Great Griffon
Grand griffon
Great Griffon
Great Griffon
Great Griffon
Grifone adulto
Dragon
Dragon
Dragon
Dragon
Dragon
Drago
Arcane Shield Engine
Machine Bouclier cabalistique
Arcane Shield Engine
Arcane Shield Engine
Arcane Shield Engine
Congegno Scudo arcano
Arcane Engine Foresight
Machine cabalistique Vision du futur
Arcane Engine Foresight
Arcane Engine Foresight
Arcane Engine Foresight
Congegno arcano Foresight
Altar of Battle
Autel de bataille
Altar of Battle
Altar of Battle
Altar of Battle
Altare da guerra
Heavy Infantry
Infanterie lourde
Heavy Infantry
Heavy Infantry
Heavy Infantry
Fanteria pesante
Heavy Infantry support unit
Infanterie lourde de soutien
Heavy Infantry support unit
Heavy Infantry support unit
Heavy Infantry support unit
Fanteria pesante support unit
Light Infantry
Infanterie légère
Light Infantry
Light Infantry
Light Infantry
Fanteria leggera
State Militia
Corps de milice
State Militia
State Militia
State Militia
Milizia di stato
Electoral Cavalry
Cavalerie princière
Electoral Cavalry
Electoral Cavalry
Electoral Cavalry
Cavalleria dell'elettore
Knightly Orders
Cavalerie impériale
Knightly Orders
Knightly Orders
Knightly Orders
Ordini cavallereschi
Imperial Guard
Garde impériale
Imperial Guard
Imperial Guard
Imperial Guard
Guardia imperiale
Knights of the Sun Griffon
Chevaliers du Griffon-Soleil
Knights of the Sun Griffon
Knights of the Sun Griffon
Knights of the Sun Griffon
Cavalieri del sol grifo
Arcane Engine
Machine cabalistique
Arcane Engine
Arcane Engine
Arcane Engine
Congegno Scudo arcano
Imperial Rangers
Gardes-chasse impériaux
Imperial Rangers
Imperial Rangers
Imperial Rangers
Ranger imperiali
Reiters
Reîtres
Reiters
Reiters
Reiters
Raitri
Artillery
Artillerie
Artillery
Artillery
Artillery
Artiglieria - Imperial Rocketeer
Flagellants
Flagellants
Flagellants
Flagellants
Flagellants
Flagellanti
Steam Tank
Tank à vapeur
Steam Tank
Steam Tank
Steam Tank
Carro a vapore
Imperial Giant
Imperial Giant
Imperial Giant
Imperial Giant
Imperial Giant
Imperial Giant