Correspondence of translations with another language
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Membres supplémentaires
la Mobilité de la figurine passe à 10 et sa valeur d’Armure passe à 3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Ailes
la Mobilité de la figurine passe à 8 et elle gagne Vol.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Alas
El Velocidad de Carga y la Movilidad de la miniatura se fijan en~7, y obtiene Vuelo.
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Ali
La Velocità di Carica del modello e la sua Mobilità sono entrambe impostate a~7, ed esso ottiene Volo.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Hell-Forged Armour
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Armure infernale
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Hell-Forged Armour
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Hell-Forged Armour
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Hell-Forged Armour
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Hell-Forged Armour
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Hell-Forged Armour
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Hell-Forged Armour
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Arpenteur du Voile
Le Lanceur gagne +1 pour lancer des Sorts appris de Type : Dégât.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
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Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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Attaque au passage#1~(#1)
Si une figurine avec cet attribut se trouve à 1″ d’une unité ennemie non engagée au combat au cours d’un Déplacement standard (même de façon temporaire), l’unité de la figurine peut porter une Attaque au passage à cette unité ennemie. Cette attaque ne peut être portée qu’une seule fois lors de chacun de vos tours.
Ne la résolvez qu’une fois que le déplacement a été lui-même entièrement résolu. L’attaque touche automatiquement, et compte comme une Attaque à distance.
Chaque élément de figurine avec cet attribut dans l’unité doit l’employer contre la même cible. Cette attaque inflige X touches, avec les mêmes Force, Pénétration d’armure et Attributs d’attaque que l’élément de figurine, mais sans tenir compte de ses armes.
Si des valeurs différentes sont définies entre parenthèses (« Y ») pour la Force, la Pénétration d’armure ou des Attributs d’attaque, ces valeurs sont utilisées à la place. Dans ce cas, l’Attaque au passage) gagne également l’attribut Fixe.
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Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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Ataque de Barrido#1~(#1)
Cuando una miniatura con Ataque de Barrido) está dentro de~1 de una unidad enemiga No-Trabada durante una Maniobra de Movimiento (incluso temporalmente), la unidad de la miniatura puede realizar un Ataque de Barrido) contra esa unidad enemiga. Esto solo puede ser usado una vez por Turno de Jugador amigo.
Resuelve el Ataque de Barrido) cuando se complete la Maniobra de Movimiento. El ataque impacta automáticamente y cuenta como un Ataque a Distancia.
Cada parte de miniatura en la unidad con Ataque de Barrido) debe utilizarlo contra la misma unidad enemiga. El ataque causa X~impactos, resueltos con la Fuerza, Penetración de Armadura y Atributos de Ataque de la parte de miniatura, pero no sus Armas.
Si se definen entre paréntesis valores para la Fuerza, Penetración de Armadura y Atributos de Ataque adicionales (Y), se utilizan estos en su lugar. En este caso, el Ataque de Barrido) es Inmodificable.
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Attacco di Passaggio#1~(#1)
When a model with Attacco di Passaggio) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Attacco di Passaggio) against that enemy unit. Ciò può essere fatto solo una volta per Turno del Giocatore.
Resolve the Attacco di Passaggio) when the Move Manoeuvre is completed. Gli attacchi colpiscono automaticamente e contano come Attacchi a Distanza.
Each model part in the unit with Attacco di Passaggio) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. Se ci sono dei valori di Forza, di Penetrazione e Attributi d’Attacco aggiuntivi indicati tra parentesi (Y), utilizza invece questi al posto di quelli della parte del modello. In this case, the Attacco di Passaggio) is Immodificabile.
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Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
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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Avant-garde#1~(#1~)
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes :
itemize
Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité.
Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité.
L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie.
Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement.
itemize
Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3).
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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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
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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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
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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Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones:
itemize
Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad.
Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad.
La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga.
Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia.
itemize
Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3).
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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Avanguardia#1~(#1)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Modelli Aggregabili cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. 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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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
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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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
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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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Cible difficile#1~(#1)
Toute Attaque de tir allouée à une Réserve de Points de vie avec cette règle subit une pénalité de –X pour toucher.
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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Objetivo Difícil#1~(#1)
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
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Bersaglio Difficile#1~(#1)
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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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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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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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Braises mourantes
Après avoir utilisé son Attaque de souffle, la figurine perd un Point de vie.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Dying Embers
After using its Breath Attack, the model loses a Health Point.
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
referenceonly
Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
referenceonly
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Conclave de magiciens#1~(#1)
This is just invisible text for proper layout display\ arrive que plusieurs lanceurs de sorts se regroupent, communiant sur le plan mystique pour renforcer leurs capacités magiques. Leur étroite collaboration leur permet de représenter une force formidable sur le champ de bataille.\ is just invisible text for proper layout display
L’unité prise dans son ensemble est un Magicien qui connaît X~Sorts appris différents, sélectionnés parmi la liste de sorts disponibles présentée dans son profil d’unité. De plus, si X est supérieur ou égal à 2, elle gagne également Canalisation (1).
L’unité ne peut remplacer l’un de ses Sorts appris par le Sort héréditaire de son Livre d’armée que si elle était en mesure de choisir le Sort héréditaire au moment de la Sélection des sorts (dans le cadre de la Planification avant partie). Elle est toujours libre de remplacer l’un de ses sorts par un des autres sorts qu’elle aurait pu choisir à la place. Pour de plus amples informations, voir le chapitre « Préparatifs avant le combat ». referenceonly
Même si l’ensemble de l’unité connaît ces sorts, une seule figurine joue le rôle du Lanceur de sort : à chaque fois que l’unité lance un sort, juste avant de désigner la ou les cible(s) de ce sort, désignez une figurine ordinaire de l’unité en tant que Lanceur du sort.
Si un Conclave de magiciens subit un Fiasco, considérez l’ensemble de l’unité comme étant le Lanceur du sort.
En ce qui concerne les Objectifs principal et secondaires, considérez également l’ensemble de l’unité comme étant le Lanceur du sort.
referenceonly
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
referenceonly
Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
referenceonly
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
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Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
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Cónclave de Magos#1~(#1)
This is just invisible text for proper layout display\ de hechiceros pueden unirse en una comunión mística para potenciar sus habilidades mágicas. Mediante una colaboración estrecha, se convierten en fuerzas formidables en el campo de batalla.\ is just invisible text for proper layout display
La unidad conoce X~diferentes Hechizos Aprendidos, elegidos de la lista de hechizos disponibles en su entrada de unidad, es un Mago, si X es 2~o más, también gana Canalizar (1).
La unidad solo puede hacer un Intercambio Hereditario si pudiera haber elegido el Hechizo Hereditario durante la Selección de Hechizos (como parte de la Planificación Pre-partida), sin embargo, sigue siendo elegible para un Intercambio Universal. Ver el capítulo de Preparaciones de Batalla para más detalles.
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Aunque los hechizos son conocidos por toda la unidad, solo una miniatura es el Lanzador: cada vez que lances el hechizo, antes de elegir los objetivos, selecciona una miniatura de Tropa como el Lanzador para este hechizo.
Si un Cónclave de Magos sufre una Disfunción, trata a la unidad entera como el Lanzador.
Al respecto de los Objetivos Primario\- y Secundario, trata a la unidad entera como un Lanzador.
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Conclave di Maghi#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Incanalare (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
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Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
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Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
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Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
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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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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
l’unité gagne Solitaire.
Quand l’unité rate un Test de moral, remplacez chaque figurine de l’unité par une figurine d’ :
itemize
L’unité et ses figurines sont considérées comme ayant été retirées comme perte.
Chaque figurine d’Affligé est placée dans la même position et orientée dans la même direction que les figurines remplacées (y compris si elles étaient en contact avec une unité ennemie ; dans ce cas, elles sont également placées en contact avec la même unité ennemie).
Les figurines d’ forment une nouvelle unité.
Cette nouvelle unité d’Affligés suit les règles des Unités invoquées, à ceci près qu’elle ignore la Règle du pouce d’écart lorsqu’elle est placée sur le champ de bataille (mais ne peut cependant pas chevaucher d’autres unités ni un Terrain infranchissable).
L’unité d’Affligés ne peut effectuer de Reformation post-combat pendant cette Manche de combat (les unités ennemies peuvent néanmoins le faire selon les règles habituelles).
Remarque : la Manche de combat suivante n’est pas considérée comme la première Manche de combat
pour cette unité d’, ni pour les unités ennemies en contact avec elle.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Damnation
The unit gains Solitary.
If it fails a Break Test, replace each model of the unit with a model:
itemize
The unit and its models are considered removed as a casualties.
Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too).
The models form a new unit.
The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain.
The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal.
Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with.
itemize
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Des actes, pas des paroles
l’élément de figurine bénéficie des règles Fureur, Haine tant qu’il est dans une unité contenant au moins une figurine ordinaire avec Humain.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Familier monstrueux
Acier vivant (),
Corruption d’étain (),
Feu démoniaque ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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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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Skinning Lash
Sweeping Attack) (1).
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Fouet écorcheur
Attaque au passage) (1).
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
smallitemize
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Portail
Lors des Sélections pré-partie, posez un marqueur « Portail » sur un point du champ de bataille, situé à moins de 24″ de votre zone de déploiement, hors de la zone de déploiement adverse, et à plus d’1″ de tout Terrain infranchissable. Vous ne pouvez jamais avoir plus de 4 marqueurs « Portail » à la fois sur le champ de bataille. Si un marqueur « Portail » est retiré, toutes les unités à 3 de lui subissent #1D3 (3) touches avec Attaque toxique.
Si vous n’avez plus de figurine de Gueule démoniaque sur le champ de bataille, retirez tous vos marqueurs « Portail ».
Au début de chacune de vos Phases de magie, si la figurine était autorisée à se déplacer lors de la Phase de mouvement précédente (c’est-à-dire qu’elle n’était pas ébranlée, qu’elle n’a pas raté de charge, qu’elle n’a pas utilisé la règle Embuscade, qu’elle n’est pas engagée au combat, etc.), vous pouvez appliquer l’un des effets suivants :
smallitemize
Placez un marqueur « Portail » sur un point du champ de bataille à 24 de la figurine et à plus d’1″ de tout Terrain infranchissable.
Avant de ce faire, vous pouvez retirer un de vos marqueurs « Portail » du champ de bataille (pourvu qu’il n’ait pas été placé pendant ce même tour).
Désignez une unité alliée à~9 de la figurine. Cette unité ne doit pas contenir de figurine de Taille 5 et devait être autorisée à se déplacer lors de la Phase de mouvement précédente (c’est-à-dire qu’elle n’était pas ébranlée, qu’elle n’a pas raté de charge, qu’elle n’a pas utilisé la règle Embuscade, qu’elle n’est pas engagée au combat, etc.). Retirez cette unité du champ de bataille, et replacez-la immédiatement, sans modifier sa formation, en suivant la règle Embuscade (marqueur « Portail » allié qui n’a pas été placé durant ce tour).
smallitemize
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
smallitemize
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
smallitemize
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
smallitemize
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
smallitemize
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
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Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.
At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
smallitemize
Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
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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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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
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Poigne de fer
Tout élément de figurine avec cet attribut ignore la règle À deux mains, et toute arme qu’elle manie compte comme une Arme de base du point de vue de la règle Bouclier (tout en conservant toutes ses autres règles et modificateurs).
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Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
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Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
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Mano y Media
La parte de la miniatura ignora A Dos Manos, y sus armas cuentan como una Arma de Mano para el propósito de Escudo (mientras mantienen otras reglas y modificadores).
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Una Mano-e-Mezza
The model part ignores A Due Mani, and its weapons count as a Arma Bianca for the purpose of Scudo (while keeping other rules and modifiers).
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Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
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Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Lâchez les chiens
Usage unique. Durée : Fin du tour. Peut être activé au début de votre tour : l’unité gagne +2 en Mobilité et Charge dévastatrice (+1~Att, +1~Fo).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Lance de guerre tribale
+1~Fo, Blessures multiples (1D3, contre Taille~4--5).
Le porteur est une figurine attachable ; il gagne Exclusif (Barbares) et perd Solitaire. Une même unité ne peut être rejointe que par une seule figurine avec cette règle à la fois.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Légende primordiale
tant que la figurine est sur le champ de bataille, les unités alliées ne peuvent pas utiliser Vol pour leurs Déplacements standards ou leurs Mouvements de charge. De plus, si la figurine est le Général, la somme maximale des valeurs des dans l’armée est augmentée de~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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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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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Résistance à la magie#1~(#1)
Certaines créatures et individus jouissent d’une résistance innée aux effets de la magie, d’autres sont entraînés à résister aux attaques arcaniques, tandis que d’autres encore portent des amulettes, talismans et autres équipements enchantés qui les protègent des sorts lancés contre eux. D’autre part, la roche volcanique appelée obsidienne, ou « verre noir », est une source naturelle de résistance à la magie.
Lorsqu’un sort ennemi prend pour cible au moins une de vos unités contenant Résistance à la magie :
itemize
Déterminez quelle est la valeur de Résistance à la magie la plus élevée parmi toutes vos unités ciblées.
Le Jet de lancement du sort subit une pénalité égale à cette valeur.
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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Resistencia a la Magia#1~(#1)
Algunos disfrutan de una resistencia innata a los efectos antinaturales de la magia, otros están entrenados para superar asaltos arcanos y otros usan amuletos, talismanes o otro equipamiento encantado para protegerse de la magia en todas sus formas. Un mineral volcánico también conocido como cristal negro, puede actuar como un inhibidor natural de la magia.
Siempre que un hechizo enemigo toma como objetivo a una o más unidades amigas conteniendo Resistencia a la Magia:
itemize
Identifica la Resistencia Mágica más alta de entre todas las unidades amigas tomadas como objetivo
Reduce la Tirada de Lanzamiento en ese valor
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Resistenza alla Magia#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Resistenza alla Magia:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
itemize
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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
itemize
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
Lors des Sélections pré-partie, chaque Héraut exalté doit choisir deux Manifestations différentes dans la liste ci-dessous, et deux sorts parmi Colère divine (sort nº 5 de la Thaumaturgie), Feu démoniaque (Sort héréditaire) et les sorts associés aux Manifestations sélectionnées (ceci remplace les règles normales de Sélection des sorts relatives à la règle Adepte magicien).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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MeetingOfMindsWdg
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Monticule de chair
si elle est au deuxième rang et qu’elle n’est pas en contact avec une figurine ennemie, la figurine peut utiliser ses attaques de Broyage) à travers les figurines du premier rang qui se trouvent directement devant elle.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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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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| 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.
|
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
|
|
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.
|
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
|
Au crépuscule forgé
Le porteur doit relancer ses jets de sauvegarde d’armure ratés, mais rate automatiquement tous ses jets de sauvegarde d’Ægide et de Régénération, peu importe qu’il utilise le Bouclier ou non.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
|
Forjado del Crepúsculo
El portador debe repetir sus Tiradas fallidas de Salvación por Armadura. El portador falla automáticamente todas sus Salvaciones de Égida o Regeneración, da igual si Usa el Escudo o no.
|
Vespertino
Il portatore deve ripetere i propri Tiri Armatura falliti. Il portatore fallisce automaticamente i propri Tiri Egida e Rigenerazione, a prescindere dal fatto che stia Usando lo Scudo o meno.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
|
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
Baguette de bataille
Le porteur peut lancer le Sort lié suivant : Baguette de bataille : Valeur de lancement~(4+)Type : 18, Amélioration. Durée : Un tour. Effet : les Attaques de corps à corps standard de la cible gagnent un bonus de +1 pour toucher et Attaque magique.
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
Bastón de Batalla
El portador puede lanzar un Hechizo Vinculado único: Bastón de Batalla: Valor de Lanzamiento~(4+) Tipo: 18, Potenciación. Duración: Un Turno. Efecto: Los Ataques Estándar de Melé del objetivo ganan~+1 a impactar y Ataques Mágicos.
|
Scettro della Battaglia
Il portatore può lanciare un Incantesimo Infuso unico: Scettro della Battaglia: Valore di Lancio~(4+). Tipo: 18, Benedizione. Durata: Un Turno. Effetto: Gli Attacchi da Mischia Standard del bersaglio ottengono~+1 a colpire eAttacchi Magici.
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
|
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.
|
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Présage brûlant
PA passe à~10. Attaque enflammée, Blessures multiples (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
|
|
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.
|
|
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).
|
|
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
|
Cœur de héros
+1 Att, toujours au moins Fo 5 et au moins PA 2.
|
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
|
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
|
Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
|
Cuore dell’Eroe
+1~\AttackValueInitials, e sempre almeno \StrengthInitials~5 e AP{}~2.
|
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
|
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
|
|
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).
|
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Sombre familier
La Portée des Sorts appris lancés par la figurine augmente de +6 (la Portée des sorts de Type : « Aura » n’augmente que de +3).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
|
|
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+).
|
|
Supernatural Dexterity
+3~Def and +3~Off.
|
Dextérité surnaturelle
+3~Déf et +3~Off.
|
Supernatural Dexterity
+3~Def and +3~Off.
|
Supernatural Dexterity
+3~Def and +3~Off.
|
Destreza Sobrenatural
+3~Def y +3~Ofe.
|
Destrezza Innaturale
+3~Dif e +3~Off.
|
Supernatural Dexterity
+3~Def and +3~Off.
|
Supernatural Dexterity
+3~Def and +3~Off.
|
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Esprit du gladiateur
+1 en valeur d’Armure, Parade.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
Gladiator’s Spirit
+1~Arm, Parry.
|
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Gantelets immortels
Lors du Choix de l’équipement et des capacités, les Attaques de corps à corps du porteur gagnent un des attributs suivants : Attaque divine, Attaque enflammée, Attaque magique, avec Durée : Manche de combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
|
|
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.
|
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Seigneur des damnés
Lors de la Phase de mouvement, avant de lancer les dés de Mouvement aléatoire)} pour une unité alliée avec Irrécupérable à~18 du porteur, vous pouvez choisir d’appliquer la règle Minimisé ou Maximisé à ce lancer.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
|
|
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.
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
Máscara de la Violencia Inconsciente
Rabia. Todos los Ataques de Melé hechos por o contra el portador ganan +1 a impactar.
|
Maschera della Folle Violenza
Rabbia. Tutti gli Attacchi da Mischia effettuati dal portatore o contro di lui ottengono +1 a colpire.
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Orbe du Voile
Lors des Sélections pré-partie, posez un marqueur « Portail » sur un point du champ de bataille, situé à moins de 24″ de votre zone de déploiement, hors de la zone de déploiement adverse, et à plus d’1″ de tout Terrain infranchissable.
Usage unique. Au début d’une de vos Phases de magie, si l’unité de la figurine était autorisée à se déplacer lors de la Phase de mouvement précédente (c’est-à-dire qu’elle n’était pas ébranlée, qu’elle n’a pas raté de charge, qu’elle n’a pas utilisé la règle Embuscade, qu’elle n’est pas engagée au combat, etc.), vous pouvez retirer cette unité du champ de bataille pour la replacer immédiatement, en suivant la règle Embuscade (marqueur « Portail » allié qui n’a pas été placé durant ce tour).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
|
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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.
|
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.
|
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.
|
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.
|
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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Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
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Pierre d’oracle
Usage unique. Durée : Fin de la phase. L’unité du porteur gagne Cible difficile (2).
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Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
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Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
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Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
|
Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
|
Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
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Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
|
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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.
|
|
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.
|
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.
|
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.
|
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.
|
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.
|
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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Sigil of Protection
+1~Arm.
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Sceau de protection
+1 en valeur d’Armure.
|
Sigil of Protection
+1~Arm.
|
Sigil of Protection
+1~Arm.
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Sello de Protección
+1~Arm.
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Sigillo della Protezione
+1~Arm.
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Sigil of Protection
+1~Arm.
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Sigil of Protection
+1~Arm.
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|
Symbol of Slaughter
+2~Att, +2~Agi.
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Symbole du massacre
+2~Att, +2~Agi.
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Symbol of Slaughter
+2~Att, +2~Agi.
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Symbol of Slaughter
+2~Att, +2~Agi.
|
Symbol of Slaughter
+2~Att, +2~Agi.
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Symbol of Slaughter
+2~Att, +2~Agi.
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Symbol of Slaughter
+2~Att, +2~Agi.
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Symbol of Slaughter
+2~Att, +2~Agi.
|
|
Talisman of Shielding
Aegis (5+).
|
Talisman de protection
Ægide (5+).
|
Talisman of Shielding
Aegis (5+).
|
Talisman of Shielding
Aegis (5+).
|
Talismán de Escudo
Égida (5+).
|
Talismano di Protezione
Egida (5+).
|
Talisman of Shielding
Aegis (5+).
|
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).
|
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).
|
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).
|
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).
|
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).
|
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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Thrice-Forged
|
Trois-fois forgée
|
Thrice-Forged
|
Thrice-Forged
|
Thrice-Forged
|
Thrice-Forged
|
Thrice-Forged
|
Thrice-Forged
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
|
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
|
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
|
Bannière de célérité
Une unité qui contient une Bannière de célérité gagne +1″ en Vitesse de charge et en Mobilité.
|
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
|
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.
|
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
|
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.
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
|
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
|
Zealots’ Banner
|
Bannière des fanatiques
|
Zealots’ Banner
|
Zealots’ Banner
|
Zealots’ Banner
|
Zealots’ Banner
|
Zealots’ Banner
|
Zealots’ Banner
|
|
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+.
|
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+.
|
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+.
|
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+.
|
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+.
|
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+.
|
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+.
|
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+.
|
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Bannière du rôdeur
L’unité du porteur gagne Guide.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Estandarte del Acechador
La unidad del portador gana Cruzar.
|
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icône de l’Infini
Le porteur peut lancer Feu démoniaque (Sort héréditaire) en tant que Sort lié (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
|
|
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
|
Torche des Désolations
L’unité du porteur gagne \alphaorderlistandbf{{Guide (Ruines)}, Déchaînement (Attaque enflammée)}.
De plus, lors des Sélections pré-partie, vous pouvez désigner un unique Décor de type « Champ » ou « Forêt » qui n’a pas été lui-même placé lors des Sélections pré-partie : ce Décor devient un Décor de type « Ruines », qui conserve les mêmes dimensions que le Décor inital, avec Durée : Permanent.
|
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
|
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
|
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
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Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
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Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
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Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
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