Beast Herds

Beast Herds

Correspondence of translations with another language

军队使用的规则和装备

ZH EN
Uprooted Tree
Attacks made with this weapon gain Automatic Hits and always have Str~5 and AP~0.
Uprooted Tree
Attacks made with this weapon gain Automatic Hits and always have Str~5 and AP~0.
Looted Booze
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model’s unit change their state from Sober to Drunk.
Looted Booze
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model’s unit change their state from Sober to Drunk.
Hurl Attack
Hurl Attack
Aura of Madness
All units not containing within~6 of the model benefits from Fearless, Frenzy, Unruly. Friendly units engaged in the same Combined Combat as the model with Aura of Madness automatically pass their tests.
Aura of Madness
All units not containing within~6 of the model benefits from Fearless, Frenzy, Unruly. Friendly units engaged in the same Combined Combat as the model with Aura of Madness automatically pass their tests.
Beer Barrel
The model gains . One use only: this weapon can be used as a Shooting Weapon with the following profile. After this weapon has been used as a Shooting Weapon, the model loses .
Beer Barrel
The model gains . One use only: this weapon can be used as a Shooting Weapon with the following profile. After this weapon has been used as a Shooting Weapon, the model loses .
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.
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.
Blood Offering
A unit that contains a Character with may reroll failed Panic Tests at the cost of inflicting one HP loss on a Character with in the unit.
Blood Offering
A unit that contains a Character with may reroll failed Panic Tests at the cost of inflicting one HP loss on a Character with in the unit.
Drunkard
During Pre-game~Selections, each unit containing Drunkard must choose whether it is Sober or Drunk: the unit benefits of one of the two sets of effects below depending on this choice. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober). [t]0.4 minipage[t]0.4 minipage*
Drunkard
During Pre-game~Selections, each unit containing Drunkard must choose whether it is Sober or Drunk: the unit benefits of one of the two sets of effects below depending on this choice. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober). [t]0.4 minipage[t]0.4 minipage*
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.
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.
Strength from Flesh
Standard Melee Attacks that roll a 6 to wound gain Multiple Wounds (D3). If at least one such attack causes an HP loss, this model Recovers 1~HP at the end of the Agility Step (unless it was removed as a casualty).
Strength from Flesh
Standard Melee Attacks that roll a 6 to wound gain Multiple Wounds (D3). If at least one such attack causes an HP loss, this model Recovers 1~HP at the end of the Agility Step (unless it was removed as a casualty).
Hunting Horn
Friendly units within~6 of one or more models with benefit from +1~Charge Speed.
Hunting Horn
Friendly units within~6 of one or more models with benefit from +1~Charge Speed.
Sleeper
Starting on Game Turn~1, a model with Sleeper may decide whether its arrival from Ambush succeeds or fails, without rolling.
Sleeper
Starting on Game Turn~1, a model with Sleeper may decide whether its arrival from Ambush succeeds or fails, without rolling.
Giant See, Giant Do
The model gains Courageous.
Giant See, Giant Do
The model gains Courageous.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Primal Instinct
During Combat Choices, each unit containing this Attack Attribute must take a Courage Test. If the test is passed, all model parts with in the unit gain Hatred, with Duration: Round of Combat.
Primal Instinct
During Combat Choices, each unit containing this Attack Attribute must take a Courage Test. If the test is passed, all model parts with in the unit gain Hatred, with Duration: Round of Combat.
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.
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.
Pack Tactics
Charge Range rolls made towards an enemy unit’s Flank or Rear Facing are Maximised.
Pack Tactics
Charge Range rolls made towards an enemy unit’s Flank or Rear Facing are Maximised.
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.
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.

军队可用的魔法物品

ZH EN
Aaghor’s Affliction
+1~Res, and Regeneration (4+). The model loses Light Armour, Metal Armour, and automatically fails all its Armour Saves.
Aaghor’s Affliction
+1~Res, and Regeneration (4+). The model loses Light Armour, Metal Armour, and automatically fails all its Armour Saves.
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.
Spirit Caller’s Charm
Channel (2).
Spirit Caller’s Charm
Channel (2).
Ancestral Carvings
+2~Att, +2~Str, +2~AP, and Dis\-trac\-ting (1).
Ancestral Carvings
+2~Att, +2~Str, +2~AP, and Dis\-trac\-ting (1).
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.
Trickster’s Cunning
Resistance.
Trickster’s Cunning
Resistance.
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.
Rain Augur Brew
One use only. Duration: One Turn. If the bearer is on the Battlefield, this item is automatically activated at the start of the first Game Turn; if not, it has no effect. All Ranged Attacks suffer~1 to hit.
Rain Augur Brew
One use only. Duration: One Turn. If the bearer is on the Battlefield, this item is automatically activated at the start of the first Game Turn; if not, it has no effect. All Ranged Attacks suffer~1 to hit.
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.
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.
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
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).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Obscuring Fog
Afflict (1~Agi).
Obscuring Fog
Afflict (1~Agi).
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).
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.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Horn of Bragh
The bearer gains Fury, Dying Blow.
Horn of Bragh
The bearer gains Fury, Dying Blow.
Crown of Madness
The wearer gains First Strike (Stubborn), and the wearer’s unit gains Unruly. In addition, all units entirely with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Crown of Madness
The wearer gains First Strike (Stubborn), and the wearer’s unit gains Unruly. In addition, all units entirely with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
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).
Death Cheater
+1~Arm, and Regeneration (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Supernatural Dexterity
+3~Def and +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Fatal Folly
For each Standard Melee Attack allocated against the wielder’s model that results in a to-hit roll of~1, the wielder must perform a Standard Melee Attack at the end of the same Agility Step, before any casualties are removed. This overrides the normal restriction that attacks always strike at Agility Step~0. This attack must be allocated towards the model’s Health Pool that rolled the~1 to hit, and it does not count against the number of attacks the wielder’s model can make due to Restricted Attacks.
Fatal Folly
For each Standard Melee Attack allocated against the wielder’s model that results in a to-hit roll of~1, the wielder must perform a Standard Melee Attack at the end of the same Agility Step, before any casualties are removed. This overrides the normal restriction that attacks always strike at Agility Step~0. This attack must be allocated towards the model’s Health Pool that rolled the~1 to hit, and it does not count against the number of attacks the wielder’s model can make due to Restricted Attacks.
Wild Form
During Combat Choices, the bearer may gain either of the following, with Duration: Round of Combat: smallitemizeitem [] 1~Res, +1~Str, +1~AP [] +1~Res, 1~Str, 1~AP smallitemizeitem
Wild Form
During Combat Choices, the bearer may gain either of the following, with Duration: Round of Combat: smallitemizeitem [] 1~Res, +1~Str, +1~AP [] +1~Res, 1~Str, 1~AP smallitemizeitem
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.
Twin Hungers
Lethal Strike. Every time a Standard Melee Attack made with this weapon rolls a~6 to wound and causes a HP loss, the wielder may Recover 1~HP at the end of current the Agility Step (unless their model was removed as a casualty). Only 1~HP can be regained per phase with this item.
Twin Hungers
Lethal Strike. Every time a Standard Melee Attack made with this weapon rolls a~6 to wound and causes a HP loss, the wielder may Recover 1~HP at the end of current the Agility Step (unless their model was removed as a casualty). Only 1~HP can be regained per phase with this item.
Seed of the Dark Forest
One use only. Duration: Permanent. During Pre-game~Selections, place a Forest: itemize Touching your Deployment Zone. Not in contact with any other Terrain Feature . itemize This Forest is a 106 rectangle, that can not be chosen for Primary or Secondary Objectives. Friendly units entirely with treat this Forest as part of their Deployment Zone for the purpose of where they can be Deployed. A unit that starts the game in contact with this Forest cannot declare a Charge in the first Player Turn of the first Game Turn.
Seed of the Dark Forest
One use only. Duration: Permanent. During Pre-game~Selections, place a Forest: itemize Touching your Deployment Zone. Not in contact with any other Terrain Feature . itemize This Forest is a 106 rectangle, that can not be chosen for Primary or Secondary Objectives. Friendly units entirely with treat this Forest as part of their Deployment Zone for the purpose of where they can be Deployed. A unit that starts the game in contact with this Forest cannot declare a Charge in the first Player Turn of the first Game Turn.
Hawthorne Curse
Hawthorne Curse
Pillager Icon
All friendly units of , Razortusks and , excluding Characters, within~12 of the bearer gain Van\-guard~Mob)}.
Pillager Icon
All friendly units of , Razortusks and , excluding Characters, within~12 of the bearer gain Van\-guard~Mob)}.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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.
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.
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.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
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).

军队可用的魔法旗帜

ZH EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
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.
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.
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.
Banner of the Wild Herd
One use only. Duration: One Phase. May be activated during Combat Choices. Rank-and-File model parts with Wildhorn in the bearer’s unit have their Str set to~4 and their AP set to~1.
Banner of the Wild Herd
One use only. Duration: One Phase. May be activated during Combat Choices. Rank-and-File model parts with Wildhorn in the bearer’s unit have their Str set to~4 and their AP set to~1.
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
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.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

军队的单位

ZH EN
Wildhorn Lord
Wildhorn Lord
Wildhorn Chieftain
Wildhorn Chieftain
Soothsayer
Soothsayer
Centaur Chieftain
Centaur Chieftain
Minotaur Warlord
Minotaur Warlord
Minotaur Chieftain
Minotaur Chieftain
Raiding Chariot
Raiding Chariot
Razortusk Chariot
Razortusk Chariot
Wildhorn Herd
Wildhorn Herd
Mongrel Herd
Mongrel Herd
Mongrel Raiders
Mongrel Raiders
Feral Hounds
Feral Hounds
Longhorn Herd
Longhorn Herd
Minotaurs
Minotaurs
Centaurs
Centaurs
Raiding Chariots
Raiding Chariots
Razortusk Herd
Razortusk Herd
Razortusk Chariot
Razortusk Chariot
Briar Beast
Briar Beast
Gargoyles
Gargoyles
Cyclops
Cyclops
Gortach
Gortach
Jabberwock
Jabberwock
Beast Giant
Beast Giant