Correspondence of translations with another language
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Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List:
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First Strike (Fury)
Lethal Strike
Devastating Charge (+1~Str, +1~AP)
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Giant See, Giant Do
During step~1.2 of Pregame Planning (Build an Army), choose one of the following Model Rules, and write your choice on the Army List:
itemize
First Strike (Fury)
Lethal Strike
Devastating Charge (+1~Str, +1~AP)
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Animal Master
The model gains Commanding Presence (12, ).
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Animal Master
The model gains Commanding Presence (12, ).
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Paired Weapons
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Paired Weapons
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Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more suffer 3~Agi (to a minimum of~1).
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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:
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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.
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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:
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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.
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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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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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It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable:
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The enemy unit successfully Charges a unit containing in contact with a Terrain Feature.
The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing .
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Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
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It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable:
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The enemy unit successfully Charges a unit containing in contact with a Terrain Feature.
The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing .
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Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
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Hand Cannon
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Hand Cannon
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Leader of the Pack
The ’s base size is changed to 5050~.
The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
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Leader of the Pack
The ’s base size is changed to 5050~.
The model replaces Exclusive (Yetis) with Exclusive. While joined to a unit of , the unit gains Van\-guard~Mob), loses Unruly, and the counts as being of the same Height as the unit for the purposes of allocating Ranged Attacks and Special Attacks.
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Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become .
The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
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Wildheart
The minimum amount of Army Points that must be spent on Core units is reduced to Min. #1 (20), and become .
The Army List may not include any of the following units: , Khans, Bruisers, Bombardiers, , with , or .
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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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Thunder Cannon
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Thunder Cannon
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Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
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Mountain Hide
Attacks with Multiple Wounds~(X) against the model halve their X value (rounding fractions up).
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Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
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Dengrai’s Ice Storm
The model can cast Veil of MistDruidism as a Bound Spell~(4+).
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Str, +1~AP.
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Scratapult
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Scratapult
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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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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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Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
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Touch of Frost
An enemy unit suffers 1~Agi (to a minimum of 1) for each unit containing it is in contact with.
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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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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.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
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Heart-Ripper
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Heart-Ripper
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
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Aurochs Resilience
+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.
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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.
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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.
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Touch of Greatness
+1~Str, +1~AP.
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Touch of Greatness
+1~Str, +1~AP.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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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
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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
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Shield Breaker
+6~AP.
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Shield Breaker
+6~AP.
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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.
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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.
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Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
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Wrestler’s Belt
+1~Arm, +1~Str, and Devastating Charge (+1 Arm).
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Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
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Rampager’s Chain
The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.
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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).
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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).
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Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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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).
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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).
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Death Cheater
+1~Arm, and Regeneration (4+).
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Death Cheater
+1~Arm, and Regeneration (4+).
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Eldritch Inscriptions
First Strike (Hatred, Zeal).
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Eldritch Inscriptions
First Strike (Hatred, Zeal).
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Ritual Bloodletter
+1~Att.
While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
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Ritual Bloodletter
+1~Att.
While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).
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Yeti Furs
, Stri\-der.
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Yeti Furs
, Stri\-der.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Khagadai’s Legacy
Multiple Wounds~(D3).
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Khagadai’s Legacy
Multiple Wounds~(D3).
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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.
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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.
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Lygur’s Tongue
Afflict (2~Off).
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Lygur’s Tongue
Afflict (2~Off).
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Viper’s Curse
Poison Attacks (Melee \& Shooting).
Shots~4, Str~4, AP~2, and always hits on~4+.
It cannot benefit from Area Attack, Direct Hit.
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Viper’s Curse
Poison Attacks (Melee \& Shooting).
Shots~4, Str~4, AP~2, and always hits on~4+.
It cannot benefit from Area Attack, Direct Hit.
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Mammoth-Hide Cloak
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Mammoth-Hide Cloak
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
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Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Potion 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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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talisman 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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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
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Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Skull of Qenghet
The bearer’s unit gains Terror.
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Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
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Pennant of the Great Grass Sky
The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
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