Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Attaché#1~(#1)
Cette figurine doit être déployée à l’intérieur d’une unité contenant une figurine ordinaire, et ne peut la quitter volontairement.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Adjuntable#1~(#1)
Esta miniatura debe ser Desplegada dentro de una unidad con al menos una miniatura deTropa, y no puede abandonar voluntariamente su unidad.
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Aggregato#1~(#1)
This model must be Deployed inside a unit containing a Ranghi-e-File model, and cannot voluntarily leave its unit.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Ailes immenses
la figurine gagne Piétinement) (1D3+1), et les dimensions de son socle passent à 75100 .
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Araignée chasseresse
la figurine gagne Crapahuteur flippant, et les dimensions de son socle passent à 5050 .
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armé jusqu’aux dents
Le porteur gagne Maître d’armes, et sa valeur d’Armure passe à 2. Au début de chaque Manche de combat au cours de laquelle le porteur est au combat, s’il se trouve à 12 d’au moins une figurine alliée équipée d’une Arme lourde, d’une Paire d’armes ou d’un Bouclier, il gagne l’équipement correspondant, avec Durée : Manche de combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Armes primitives
La figurine ne peut jamais bénéficier de la règle Parade. Après la première Manche de combat, toutes les Armes de corps à corps de l’élément de figurine comptent comme une Arme de base à tous points de vue, avec Durée : Fin du combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Attaque empoisonnée#1~(#1)
Lorsqu’une attaque avec cet attribut touche sur un~6, elle blesse automatiquement (aucun jet pour blesser n’est requis).
Si une attaque a au moins deux instances de cette règle, à la place, elle blesse automatiquement sur un résultat de ‘5’ ou ‘6’ pour toucher.
referenceonly
Si l’attaque génère plus d’une touche (ex. : parce qu’elle a aussi les attributs Attaque de zone, Fureur), seule une touche, choisie par l’attaquant, blesse automatiquement ; toutes les autres touches doivent faire des jets pour blesser selon les règles habituelles.
referenceonly
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Ataques Envenenados#1~(#1)
Siempre que un ataque con Ataques Envenenados impacte con una tirada para impactar de~6, hiere automáticamente (no se necesita tirar para herir).
Si el ataque tiene dos o más instancias de Ataques Envenenados, hiere automáticamente con una tirada para impactar exitosa de~5 o~6 en su lugar.
referenceonly
Si el ataque se convierte en más de un impacto (p.e. un impacto Ataque de Área, Furia), solo un impacto, elegido por el atacante, hiere automáticamente. Todos los otros impactos deben de tirar para herir normalmente.
referenceonly
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Attacchi Venefici#1~(#1)
Whenever an attack with Attacchi Venefici hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Attacchi Venefici, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Attacco ad Area, Furia), only a single hit, chosen by the attacker, wounds automatically. Per tutti gli altri colpi a segno dovrai tirare per ferire come al solito.
referenceonly
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Par ici l’bestiau !
immédiatement avant de choisir quelle unité rejoindre au moyen de la règle Dissimulé, la figurine peut gagner gratuitement une monture « Bestiole », sans la moindre amélioration. Si la figurine rejoint une unité contenant au moins une figurine ordinaire avec Crapahuteur flippant, sa monture gagne également cette règle.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beloved Mascot
Afflict (3~Def).
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Mascotte adorée
Contact (3 Déf).
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Grand frère
le nombre de Points de vie de la figurine passe à 9 et les dimensions de son socle passent à 75100 . Les lancers de dés déterminant le nombre de touches de ses attaques de Piétinement sont maximisés.%
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Big Brother
The model’s PV are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Pisotón) is Maximizada.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Bondisseurs
la figurine gagne Cible difficile (1), Troupe légère,Tirailleur.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Bouclier
Une figurine avec cette règle est considérée comme utilisant un Bouclier à tout moment, sauf lors de la Phase de mêlée si elle utilise une Arme de corps à corps À deux mains.
Tant qu’elle utilise un Bouclier, la figurine gagne +1 en valeur d’Armure. De plus, toute figurine de Taille 1-3 qui manie une Arme de base tout en utilisant un Bouclier gagne la règle Parade. Rappel : étant donné que Bouclier (tout comme Parade) octroie un bonus de caractéristique défensive, ses effets ne s’appliquent pas à un personnage dont la monture a sa propre valeur d’Armure (et de Capacité défensive).
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Escudo
Una miniatura con Escudo se considera que está usando un Escudo en todo momento, excepto durante la Fase de Melé si está usando una Arma de Melé A Dos-Manos.
Una miniatura usando un Escudo gana +1~Arm. Adicionalmente, cualquier miniatura de Altura~1-3 utilizando una Arma de Mano mientras usa un Escudo gana Parada.
Nota: Un Escudo no proporciona ningún beneficio contra Ataques de Melé mientras se usa un Arma de Melé A Dos Manos.
) proporcionan modificadores a Características Defensivas, sus efectos no se aplican a un Personaje en una montura que tenga su propia Habilidad Defensiva o Equipamiento de Armadura.
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Scudo
A model with Shield is considered to be using a Scudo at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Scudo gains +1~Arm. In addition, any Height~1-3 model using a Arma Bianca while using a Scudo gains Parata.
Note: Scudo provides no benefit against Melee Attacks when using a A Due Mani Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Personaggio on a mount that has its own Abilità Difensiva or Armature Equipaggiate.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Troll des marais
la figurine gagne Perturbant (1),Guide (Terrain aquatique).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Frères rivaux
L’élément de figurine gagne +1 en valeur d’Attaque tant qu’une autre unité alliée est engagée au combat sur le champ de bataille (peu importe où). Une unité qui ne contient aucune figurine ordinaire ne peut pas bénéficier de cette règle. Remarque : une unité qui ne compte aucune figurine ordinaire peut tout de même compter comme une unité engagée au combat pour les autres unités.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Scarred Carapace
+2~Arm.
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Carapace
+2 en valeur d’Armure.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Troll des cavernes
la valeur d’Armure de la figurine passe à 3, et elle gagne Guide (Ruines).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Chasseur de têtes
l’élément de figurine avec Gobelin gagne Attaque empoisonnée (Corps à corps et Tir), Tir en marche forcée et des Armes de jet (4+) avec Tirs 3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Cornu
Frénésie, Impact) (1D6), Indiscipliné.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
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Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Crapahuteur flippant
La figurine gagne Mouvement spectral, et les éléments de figurine avec Monture gagnent Attaque empoisonnée.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Sournois
la figurine gagne Cible difficile (1), Troupe légère, Éclaireur, Tirailleur, Guide.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Dent pour dent
Chaque fois que le porteur perd un Point de vie après avoir raté un jet de sauvegarde de Régénération contre une Attaque de corps à corps ennemie, il peut immédiatement porter une Attaque de corps à corps standard à la Réserve de Points de vie de la figurine qui a causé la blessure. Cette attaque est résolue à la fin du même Palier d’initiative, avant que la moindre perte ne soit retirée, et ne compte pas dans le nombre maximal d’attaques que la figurine avec cette règle peut porter en raison de la règle « Attaques restreintes ».
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Dissimulé
La figurine n’est pas déployée selon les règles habituelles.
À la place, au début de n’importe quel tour de n’importe quel joueur, elle peut désigner une unité alliée satisfaisant à l’ensemble des critères suivants :
itemize[label=]
La figurine avec la règle Dissimulé aurait pu avoir rejoint l’unité.
La figurine avec la règle Dissimulé a un socle de mêmes dimensions que ceux des figurines ordinaires de l’unité, et a la même Taille.
L’unité désignée n’est pas Ébranlée et n’est pas une unité invoquée ; elle peut cependant être engagée au combat.
itemize
Après avoir désigné une unité appropriée, procédez comme suit :
itemize[label=]
Retirez comme perte une figurine ordinaire se trouvant au premier rang de cette unité, et dont le socle a les mêmes dimensions que celui de la figurine avec Dissimulé.
Déployez la figurine avec Dissimulé à la place de la figurine éliminée.
itemize
Si l’unité désignée est engagée au combat au moment où elle est rejointe par une figurine avec Dissimulé, cette figurine est considérée comme participant à sa première Manche de combat, avec Durée : Fin du tour. (remarque : une figurine attachable avec la règle Dissimulé peut toujours être déployée au moyen de cette règle.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Oculto
La miniatura no es Desplegada normalmente.
En cambio, al principio de cualquier Turno de Jugador, puede elegir una miniatura Tropa amiga, que cumpla los siguientes criterios:
itemize
La miniatura con Oculto podría unirse normalmente a esa unidad.
La miniatura con Oculto tiene un tamaño de peana y Altura idéntico al de las miniaturas de Tropa en la unidad.
La unidad no está Aturdida y no es una unidad Convocada pero puede estar Trabada en Combate.
itemize
Una vez elegida una unidad elegible, sigue estos pasos:
itemize
Retira una miniatura de Tropa, con el mismo tamaño de peana que la miniatura con Oculto, de la fila frontal de la unidad como baja.
Despliega la miniatura con Oculto donde la miniatura retirada estaba colocada.
itemize
Si la unidad elegida está Trabada cuando se le une una miniatura con Oculto, considera que la miniatura con Oculto ha estado en la Primera Ronda de Combate a propósito de todas las reglas, con Duración: Final del Turno. Nota: Miniaturas Adjuntables con Oculto pueden seguir siendo desplegadas utilizando la regla Oculto.
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Nascosto
Questo modello non viene schierato normalmente.
Instead, at the start of any Player Turn, it may choose a friendly Ranghi-e-File model, which satisfy the following criteria:
itemize
The model with Nascosto could normally have joined the unit.
The model with Nascosto has an identical base size and Height as the Ranghi-e-File models in the unit.
The unit is not Scossa and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Ranghi-e-File model, with the same base size as the model with Nascosto, from the front rank of the chosen unit as a casualty.
Schiera il modello con Nascosto nel punto dell’unità in cui era posizionato il modello che è stato rimosso.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: Fine del Turno. Note: Attachable models with Nascosto can still be Deployed using the Nascosto rules.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie.
Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente.
Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
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Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Splatterer
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Écrabouilleur
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Splatterer
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Splatterer
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Splatterer
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Splatterer
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Splatterer
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Splatterer
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Skewerer
The model’s base size is changed to 6060~.
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Embrocheur
la taille du socle de la figurine passe à 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Espions
la figurine gagne Troupe légère,Avant-garde~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge.
L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle.
Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga.
La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole.
La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
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Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force de destruction#1~(#1)
Aucune unité ne peut déclarer de charge contre une figurine avec . La figurine et les autres unités s’ignorent en ce qui concerne la Règle du pouce d’écart. La figurine et les autres unités peuvent entrer en contact l’une avec les autres et se traverser mutuellement pendant n’importe quel mouvement (à l’exception des unités qui sortent d’Embuscade). Si une figurine avec cette règle entre en contact avec une autre unité, cette unité subit X touches de la Force et de la Pénétration d’armure de la figurine, et la figurine est immédiatement retirée comme perte.
Si la figurine entre simultanément en contact avec plusieurs unités, choisissez laquelle subit les touches.
Si la figurine est retirée parce qu’une autre unité s’est déplacée de sorte à entrer en contact avec elle, cette unité subit 1D6 touches supplémentaires. Les Points de vie perdus à cause de durant la Phase de charge ne créent pas de Test de panique.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Troll des forêts
la figurine gagne Guide (Forêt) et Résistance à la magie (3).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Fourberie gobeline
Juste avant de passer un Test de bravoure (qui n’est pas automatiquement réussi), une unité dont toutes les figurines ont cette règle peut choisir d’échouer à ce test au lieu de lancer les dés.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Giant See, Giant Do
The model gains Courageous.
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Géant voit, géant fait
La figurine gagne Courageux.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant Club
+1~Str, +1~AP.
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Massue géante
+1~Fo, +1~PA.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Fue, +1~PA.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Str, +1~AP.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Lance-kamikaze
une unité touchée par un subit 2D6 touches de Force 4 et Pénétration d’armure 2. Si le jet pour toucher a donné un 6, vous pouvez à la place déployer un à 3 ou moins de la cible et à plus d’1 de tout Terrain infranchissable et de toute autre unité, en suivant les règles des Unités invoquées.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Jardins gobelins
Durée : Permanent. Pendant les Sélections pré-partie, vous pouvez choisir un type de terrain (X) : Champ, Forêt, Ruine, Terrain aquatique. Tout Décor qui suit les règles de X devient un Terrain dangereux (6+) à la place de toute autre instance de Terrain dangereux qu’il aurait pu déjà avoir. De plus, toute figurine alliée avec Gobelin gagne Guide (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Marée verte
les unités alliées à 8 doivent relancer les jets pour blesser de leurs Attaques de corps à corps qui ont donné un résultat de 1.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Horde d’orques
la figurine gagne Sans peur. Une unité entièrement avec Orque ne provoque aucun Test de panique chez les unités entièrement avec Orque lorsqu’elle les traverse au cours d’un Mouvement de fuite.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Mastoc
le nombre de Points de vie de la figurine passe à 8, la taille de son socle passe à 100150~ et le nombre de Cavaliers passe à 8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité).
Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.).
Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité).
Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée.
Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.).
Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad
Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha
Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
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Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Sadique
l’élément de figurine avec Gobelin gagne Fureur,Déchaînement (Haine), ainsi qu’une Arme lourde.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Netter
Afflict (3~Off).
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Rétiaire
Contact (3~Off).
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Ondulant
Régénération (5+),Mouvement aléatoire) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
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Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise !
la figurine ne peut pas être déployée normalement. Au début du tour de n’importe quel joueur, le propriétaire peut désigner une unité de ou de alliée qui n’est pas engagée au combat et qui n’est pas ébranlée : déployez la figurine avec cette règle à 3 ou moins de l’unité choisie, et à plus d’1 de tout Terrain infranchissable et de toute autre unité. Si la figurine n’a pas été déployée à la fin du Tour 4, elle est retirée comme perte.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Trois verts – bonjour les dégâts !
Une même unité ne peut être choisie que jusqu’à trois fois par Tour de joueur pour le déploiement de figurines avec Dissimulé ou Surprise !
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
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Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Appeau à gniark
Usage unique. Durée : Fin du tour. Les unités alliées de Gniarks et de Bondisseurs gniarks à 18 gagnent Frénésie, et leurs jets de Portée de charge sont maximisés. De plus, les éléments de figurine avec Gniark dans ces unités gagnent Fureur.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3.
Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3.
Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
|
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3.
Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
|
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Monstre de poche
Le porteur gagne 3~Attaques de corps à corps standard supplémentaires, ayant toujours Force 5 et Pénétration d’armure~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
|
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
|
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
|
Touch of Greatness
+1~Str, +1~AP.
|
Touché par la Grâce
+1~Fo, +1~PA.
|
Touch of Greatness
+1~Str, +1~AP.
|
Touch of Greatness
+1~Str, +1~AP.
|
Toque de Grandeza
+1~Fue, +1~PA.
|
Barlume di Grandezza
+1 For, +1 Pen
|
Touch of Greatness
+1~Str, +1~AP.
|
Touch of Greatness
+1~Str, +1~AP.
|
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
|
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
|
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
|
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
|
Shield Breaker
+6~AP.
|
Brise-écus
+6~PA.
|
Shield Breaker
+6~AP.
|
Shield Breaker
+6~AP.
|
Rompeescudos
+6~PA.
|
Frantumascudi
+6~Pen.
|
Shield Breaker
+6~AP.
|
Shield Breaker
+6~AP.
|
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Cape de camouflage
Se tient derrière.
La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps.
De plus, elle ne peut porter d’Attaques de soutien.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas.
Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
|
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo.
In più, il modello non può effettuare alcun Attacco di Supporto.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Champix lunaires
Usage unique. Durée : Fin du tour Ne peuvent pas être activés durant le même tour que . L’unité du porteur gagne les effets de comme si le Général avait utilisé cette règle durant ce tour.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
|
|
Pan of Protection Pinchin’
|
Chapardeur de défense
|
Pan of Protection Pinchin’
|
Pan of Protection Pinchin’
|
Pan of Protection Pinchin’
|
Pan of Protection Pinchin’
|
Pan of Protection Pinchin’
|
Pan of Protection Pinchin’
|
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
|
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
|
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Crâne fétiche
Pendant votre Phase de magie, au moment de Siphonner le Voile, le porteur peut gagner Canalisation (1D3), avec Durée : Fin de la phase. Si un résultat de 3 est obtenu, toutes les unités à 6 du porteur subissent les effets du Fiasco « Feu sorcier » comme s’il avait utilisé cinq Dés de magie pour son Jet de lancement.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
|
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Croq’monstre
Le porteur peut lancer le sort Invocation totémique (sort nº 6 du Chamanisme) en tant que Sort lié (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
|
|
Death Cheater
+1~Arm, and Regeneration (4+).
|
Trompe-la-mort
+1 en valeur d’Armure et Régénération (4+).
|
Death Cheater
+1~Arm, and Regeneration (4+).
|
Death Cheater
+1~Arm, and Regeneration (4+).
|
Engañamuerte
+1~Arm y Regeneración (4+).
|
Mortifrago
+1~Arm e Rigenerazione (4+).
|
Death Cheater
+1~Arm, and Regeneration (4+).
|
Death Cheater
+1~Arm, and Regeneration (4+).
|
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
Inscriptions mystérieuses
Déchaînement (Haine, Zèle).
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
Inscripciones Sobrenaturales
Primer Golpe (Odio, Fervor).
|
Iscrizioni Arcane
Primo Colpo (Odio, Zelo).
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Garde sauvage
+3 en valeur d’Armure. La valeur d’Armure du porteur ne peut jamais être supérieure à~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
|
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
|
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
Masque du délire de sang
Rage. Toutes les Attaque de corps à corps portées par le porteur ou portées contre lui gagnent +1 à leur jet pour toucher.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Máscara de la Violencia Inconsciente
Rabia. Todos los Ataques de Melé hechos por o contra el portador ganan +1 a impactar.
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Maschera della Folle Violenza
Rabbia. Tutti gli Attacchi da Mischia effettuati dal portatore o contro di lui ottengono +1 a colpire.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Présage de l’Aporcalypse
Le porteur gagne +X en valeur d’Attaque, Force et Pénétration d’armure, où X est égal au nombre d’unités alliées contenant Orque et qui sont engagées au corps à corps n’importe où sur le champ de bataille, jusqu’à un maximum de +3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Parchemin de drain
Usage unique. Durée : Immédiat. Peut être activé lors de la Phase de magie ennemie, juste après avoir Évacué la magie excédentaire : votre adversaire perd immédiatement un Dé de magie.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Pergamino de Drenaje
Un solo uso. Duración: Instantáneo. Puede activarse en la Fase de Magia del oponente, inmediatamente después de Exceso de Magia: el oponente inmediatamente descarta 1~Dado de Magia.
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Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Parchemin de sort#1{}{~(#1)}
Usage unique. Durée : Fin de la phase. Peut être activé à tout moment pendant votre Phase de magie : le porteur connaît le sort indiqué entre parenthèses (« X ») en plus de ses autres sorts (à moins qu’il ne le connaisse déjà).
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Pergamino de Hechizo#1{}{~(#1)}
Un solo uso. Duración: Una Fase. Puede activarse en cualquier momento durante tu Fase de Magia. El portador conoce el hechizo indicado entre paréntesis adicionalmente a sus otros hechizos, a menos que ya lo conociera.
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Pergamena Magica#1{}{~(#1)}
Un solo uso. Durata: Una Fase. Può essere attivata in qualsiasi momento durante la tua Fase Magica. Il portatore conosce l’incantesimo indicato tra parentesi, in aggiunta ai suoi altri incantesimi, a meno che il portatore non conoscesse già l’incantesimo.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Peau de troll
Les dimensions du socle de la figurine du porteur passent à 40×40 mm, sa Taille passe à 3, sa Mobilité passe à 6, et il gagne Troll. (Le changement de dimensions du socle de la figurine ne peut pas être ignoré).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
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Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion de guérison
Usage unique. Durée : Immédiat. La figurine du porteur récupère 1 Point de vie.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Poción de Curación
Un solo uso. Duración: Instantáneo. La miniatura del portador Recupera 1~PV.
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Pozione di Guarigione
Un solo uso. Durata: Istantaneo. Il modello del portatore Recupera 1~PV.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Potion de préservation du pouvoir
Usage unique. Durée : Immédiat. Peut être utilisé immédiatement après qu’un Jet de lancement de sort ou de dissipation a échoué (en raison d’un résultat insuffisant donné par les dés) : ne défaussez pas les Dés de magie utilisés pour ce jet.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
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Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Protection de Tazrek
Le porteur gagne +1 Point de vie, et son Endurance passe à 6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Talisman of Shielding
Aegis (5+).
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Talisman de protection
Ægide (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talismán de Escudo
Égida (5+).
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Talismano di Protezione
Egida (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talisman du Vide
Canalisation (1).
Cet objet ne peut être utilisé que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 2 (sans tenir compte de la Canalisation conférée par cet objet).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
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Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
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Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner of Courage
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.
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Bannière du courage
L’unité du porteur peut relancer ses Tests de panique ratés. Si le Général ou le porteur de la Grande Bannière se trouve dans l’unité du porteur, à la place, elle réussit automatiquement tous ses Tests de panique.
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Banner of Courage
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.
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Banner of Courage
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.
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Estandarte de Coraje
La unidad del portador puede repetir los Chequeos de Pánico fallidos. Si el Portaestandarte de Batalla o el General son parte de la unidad del portador, esta supera automáticamente los Chequeos de Pánico en su lugar.
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Vessillo della Disciplina
L’unità del portatore può ripetere i Test di Panico falliti. Se l’unità invece include l’Alfiere da Battaglia o il Generale, essa supera automaticamente i Test di Panico.
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Banner of Courage
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.
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Banner of Courage
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.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Bannière de célérité
Une unité qui contient une Bannière de célérité gagne +1″ en Vitesse de charge et en Mobilité.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Estandarte de Velocidad
Una unidad que contenga un Estandarte de Velocidad gana +1~Velocidad de Carga y +1~Movilidad.
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Vessillo della Velocità
Un’unità contenente un Vessillo della Velocità ottiene +1~Velocità di Carica e +1~Mobilità.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Bannière ardente
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : l’unité du porteur gagne Attaque enflammée.
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
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Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Bannière du refuge
Contre les attaques dont la Pénétration d’armure est inférieure ou égale à 3, les chances de l’unité du porteur de réussir leurs jets de sauvegarde d’armure sont toujours d’au moins de 6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
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Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Bannière du rôdeur
L’unité du porteur gagne Guide.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Estandarte del Acechador
La unidad del portador gana Cruzar.
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Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Chaudron à goga
Usage unique. Durée : Fin du tour. Peut être activé au début de n’importe quelle phase, ou au moment du Choix de l’équipement et des capacités : l’unité du porteur gagne Sans peur, Instable, Frappe vengeresse.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Emblème de distorsion
Usage unique. Durée : Fin du tour. Peut être activé au début de n’importe quelle phase : l’unité du porteur gagne Cible difficile (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Emblema de Distorsión
Un solo uso. Duración: Final del Turno. Puede activarse al principio de cualquier Fase. La unidad del portador gana Objetivo Difícil (2).
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Emblema Distorcente
Un solo uso. Durata: Fine del Turno. Può essere attivata all’inizio di una qualsiasi Fase. L’unità del portatore ottiene Bersaglio Difficile (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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