Correspondence of translations with another language
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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Aasklander Battle Fever
Model parts without Mount in units with at least 1 Proper Rank benefit from: itemize Fight in Extra Rank if fighting with a Melee Weapon with Two-Handed. +1~Arm if Using a Shield. itemize
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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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Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
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Excité par le sang
Les jets de Portée de charge des unités entièrement avec cette règle sont maximisés lorsque la cible de la charge contient une Réserve de Points de vie qui a moins de Points de vie qu’elle n’en avait au début de la partie.
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Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
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Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
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Aroma de Sangre
Las tiradas de Alcance de Carga hechas por unidades enteramente con ganan Maximizada, si el objetivo de la Carga contiene una Reserva de Heridas que tenga menos Puntos de Vida que su valor inicial.
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Odore del Sangue
I tiri per la Distanza di Carica effettuati da unità interamente con ottengono Massimizzato se il bersaglio della Carica contiene una Riserva di Punti Ferita che ha un numero di Punti Ferita inferiore al suo valore iniziale di Punti Ferita.
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Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
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Scent of Blood
Charge Range rolls made by units entirely with gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.
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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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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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Berserk
Duration: Permanent. Activation: Pre-game~Selections. Each unit containing Berserk must choose whether to go Berserk or not. A unit containing a model that is Berserk can never be Using a Shield. Model parts that are Berserk gain +1~Str, Fearless, Fury, Unruly, Zeal
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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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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Troll des marais
la figurine gagne Perturbant (1),Guide (Terrain aquatique).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
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Sillage de destruction
l’élément de figurine peut allouer ses attaques de Piétinement à des Réserves de Points de vie de Taille 4 ou inférieure (au lieu de 0-1). Si les attaques de Piétinement de l’élément de figurine sont allouées à une Réserve de Points de vie de Taille 3-4, le nombre de touches est divisé par deux (arrondi au supérieur).
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Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
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Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
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Camino de Destrucción
Esta parte de la miniatura puede asignar su Pisotón a Reservas de Heridas de altura~4 o inferior (en lugar de~0-1).
Si el Ataque de Pisotón de la parte de la miniatura se destina a una Reserva de Heridas con altura~(3–4), el número total de impactos se reducen a la mitad, redondeando hacia arriba.
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Via della Distruzione
La parte del modello può assegnare il proprio Attacco di Calpestamento a Riserve di Punti Ferita di Altezza~4 o meno (invece che solo di Altezza~0-1).
Se l’Attacco di Calpestamento viene assegnato a Riserve di Punti Ferita con Altezza~(3–4), il numero totale di colpi deve essere dimezzato, arrotondando per eccesso.
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Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
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Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Troll des cavernes
la valeur d’Armure de la figurine passe à 3, et elle gagne Guide (Ruines).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Chosen of Vigl
Duration: Instant. Activation: Start of any friendly turn. All models in the Berserker Helts unit with Berserk, that it not already Berserk goes Berserk.
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Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
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Prédateur côtier
l’unité bénéficie de la règle Cible difficile (1) tant qu’elle est en contact avec un Terrain aquatique.
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Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
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Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
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Depredador Costero
La unidad gana Objetivo Difícil (1) mientras esté en contacto con un Lago.
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Predatore delle Coste
L’unità beneficia della regola Bersaglio Difficile (1) quando è in contatto con un Terreno Acquatico.
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Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
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Coastal Predator
The unit benefits from Hard Target (1) while in contact with a Water Terrain.
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Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
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Kraken colossal
le nombre de Points de vie de la figurine passe à 8, les dimensions de son socle passent à 100150 , et elle gagne deux Maîtres fouetteurs de plus.
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Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
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Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
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Kraken Colosal
La peana de la miniatura cambia a 100150~, su número de PV establece a~8, y gana 2~Domadores adicionales.
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Kraken Colossale
La dimensione della base del modello diventa 100150~, il numero dei suoi PV è impostato a~8, ed esso ottiene 2~ Fustigatori aggiuntivi.
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Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
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Colossal Kraken
The model’s base size is changed to 100150~, the number of its HP is set to~8, and it gains 2~additional Lashmasters.
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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Coureurs des bois
au début de l’étape 3.6 des Préparatifs avant le combat (« Déplacer les unités d’Avant-garde »), désignez une ou une alliée à 8″ d’une unité contenant cette règle : l’unité alliée gagne Avant-garde~Mob) (3).
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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Guías Silvestres
Al principio del paso~3.6 de la Organización de Batalla, (Mover Unidades con Vanguardia), elige una unidad amiga Parental o dentro de~8 de una unidad conteniendo : la unidad elegida gana Van\-guardia~Mov) (3).
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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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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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with .
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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 .
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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 .
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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 .
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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 .
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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 .
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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 .
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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 .
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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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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Dent pour dent
Chaque fois que le porteur perd un Point de vie après avoir raté un jet de sauvegarde de Régénération contre une Attaque de corps à corps ennemie, il peut immédiatement porter une Attaque de corps à corps standard à la Réserve de Points de vie de la figurine qui a causé la blessure. Cette attaque est résolue à la fin du même Palier d’initiative, avant que la moindre perte ne soit retirée, et ne compte pas dans le nombre maximal d’attaques que la figurine avec cette règle peut porter en raison de la règle « Attaques restreintes ».
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie.
Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente.
Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
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Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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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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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Troll des forêts
la figurine gagne Guide (Forêt) et Résistance à la magie (3).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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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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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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Freezing Aura
Enemy units within~12 of one or more model with suffer 3~Agi (to a minimum of~1).
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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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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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Giant Shieldbearer
+1~Arm, Spear, War10000\ Platform, and loses Solitary. When joined to a unit that unit benefits from Soft Cover.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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GiantSeeGiantDoAsk
The model gain , Shield.
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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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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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Jarl
The model part's Att is to~5.
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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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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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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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Longship Raid
The model gains Ambush (Battlefield Edge), Attached, Exclusive (Aasklander unit of max 30 models, Huskarl unit of max 20 models). All Rank-and-File models in a unit containing gains Ambush (Battlefield Edge). In addition, a unit containing Longship Raid is always considered to have rolled a 3+ when rolling for whether the unit arrives using Ambush.
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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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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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Wilderness Guides
At the beginning of Vanguard Units (Battle Setup, step~3.F) select a single friendly unit of Height (1--2), within~8 of a unit containing : the selected unit gains Van\-guard~Mob) (3).
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| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
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Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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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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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.
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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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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.
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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.
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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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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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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.
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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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Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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.
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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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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.
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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.
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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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Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
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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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Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
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Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
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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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Touché par la Grâce
+1~Fo, +1~PA.
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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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Toque de Grandeza
+1~Fue, +1~PA.
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Barlume di Grandezza
+1 For, +1 Pen
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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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Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
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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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Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
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Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
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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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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).
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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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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
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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
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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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Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
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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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Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
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Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
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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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Brise-écus
+6~PA.
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Shield Breaker
+6~AP.
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Shield Breaker
+6~AP.
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Rompeescudos
+6~PA.
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Frantumascudi
+6~Pen.
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Shield Breaker
+6~AP.
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Shield Breaker
+6~AP.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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Byargfylli
Divine Attacks, Lethal Strike, Zeal.
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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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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.
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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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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.
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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.
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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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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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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).
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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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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).
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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).
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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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Cœur de héros
+1 Att, toujours au moins Fo 5 et au moins PA 2.
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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).
|
|
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.
|
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
Eyratoki
The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.
|
|
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.
|
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
Gunagr's Armour
Fearless, Parry, and the bearer can never be wounded on better than 4+.
|
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
|
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
|
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
|
Masque du délire de sang
Rage. Toutes les Attaque de corps à corps portées par le porteur ou portées contre lui gagnent +1 à leur jet pour toucher.
|
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.
|
|
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).
|
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.
|
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.
|
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 de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
|
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
|
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 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.
|
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.
|
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.
|
|
Sigil of Protection
+1~Arm.
|
Sceau de protection
+1 en valeur d’Armure.
|
Sigil of Protection
+1~Arm.
|
Sigil of Protection
+1~Arm.
|
Sello de Protección
+1~Arm.
|
Sigillo della Protezione
+1~Arm.
|
Sigil of Protection
+1~Arm.
|
Sigil of Protection
+1~Arm.
|
|
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+).
|
|
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 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).
|
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).
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
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.
|
Estandarte de Velocidad
Una unidad que contenga un Estandarte de Velocidad gana +1~Velocidad de Carga y +1~Movilidad.
|
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.
|
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
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
|
|
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.
|
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
Blessings of Sleipnir
The bearers unit benefit from Swift\-stride. If the bearers unit Declares a Charge whilst in contact with any Terrain Feature it must re-roll failed Charge Rolls.
|
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|
Ravnens Banner
All model parts without Mount in the bearer's unit benefit from Devastating Charge (+1~Str, +1~AP), Fearless, Unruly,
|