Kingdom of Equitaine

Kingdom of Equitaine

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attaché#1~(#1)
Cette figurine doit être déployée à l’intérieur d’une unité contenant une figurine ordinaire, et ne peut la quitter volontairement.
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Adjuntable#1~(#1)
Esta miniatura debe ser Desplegada dentro de una unidad con al menos una miniatura deTropa, y no puede abandonar voluntariamente su unidad.
Aggregato#1~(#1)
This model must be Deployed inside a unit containing a Ranghi-e-File model, and cannot voluntarily leave its unit.
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Paired Weapons
Paire d’armes
Paired Weapons
Paired Weapons
Armas Emparejadas
Coppia d’Armi
Paired Weapons
Paired Weapons
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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.
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.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braséros
au cours de chaque Phase de tir, avant de désigner sa cible, toute unité contenant cette règle peut choisir de gagner Attaque enflammée (Tir), avec Durée : Fin de la phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Gardes du palais
la figurine gagne Roturier, et l’élément de figurine « Homme d’armes » gagne une Lance.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion du Chevalier d’émeraude
L’élément de figurine « Cavalier féerique » gagne une . Placez une Forêt sous la figurine jusqu’à ce que la figurine soit retirée comme perte. Cette Forêt s’étend toujours jusqu’aux bords du Rectangle limite de l’unité (et pas plus loin), même si l’unité se déplace ou change de formation. Vous pouvez simplement placer un marqueur à côté de cette unité pour représenter cette Forêt.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty. This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation. You may place a marker next to the unit instead.
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Chevaliers parjures
la figurine gagne Noblesse, et l’élément de figurine « Homme d’armes » gagne une Épée bâtarde.
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Élu du Nivain
Lorsque l’élément de figurine «  » porte ses Attaques de corps à corps standard, il gagne +1 en valeur d’Attaque pour chaque figurine ennemie en contact avec lui ; de plus, ses Attaques de corps à corps standard ignorent la règle Parade.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergé
La figurine gagne Ægide (5+, contre Attaque magique).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Clergy
The model gains Aegis (5+, against Magical Attacks).
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Roturier
La figurine gagne Ægide (5+) tant qu’elle est engagée dans le même combat qu’une autre unité alliée.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier du Crépuscule
La figurine gagne Conclave de magiciens (2). *5pt L’unité choisit ses sorts dans la liste suivante :#1#2 (Fontaine de jouvence (), Peau de pierre (), Esprit embrumé (), Foulées mystiques (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dusk
The model gains Wizard Conclave (2). *5pt The unit selects its spells from the following:#1#2 (Fountain of Youth (), Stone Skin (), Mind Fog (), Shrouded Steps (),)
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtisan de l’Aube
la figurine gagne Vol, Conclave de magiciens (1) *5pt L’unité choisit ses sorts dans la liste suivante :#1#2 (Instinct prédateur ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Courtier of the Dawn
The model gains Fly, Wizard Conclave (1) *5pt The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Défense inébranlable
toute unité ennemie en contact avec la figurine perd Charge dévastatrice.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
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.
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.
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.
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.
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.
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.
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.
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.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Lueur vacillante
Toute unité alliée entièrement de Taille 1 se trouvant à 3″ ou moins de la figurine est considérée comme étant à Couvert léger.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge. L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle. Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga. La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole. La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Muse des forêts
l’unité du porteur gagne Attaque magique, Guide (Forêt).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Formation en lance
Une unité avec cette règle n’a besoin que de trois colonnes pour former des Rangs complets. Toutefois, l’unité n’est jamais considérée comme ayant plus d’un Rang complet pour ce qui est du Bonus de rang. De plus, si l’unité compte exactement trois colonnes, alors toute figurine avec cette règle dans cette unité gagne deux instances de Combat sur un rang supplémentaire pour chacun de ses éléments.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks. However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hors-la-loi
la figurine gagne Cible difficile (1),Tirailleur.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hooded Men
The model gains Hard Target (1), Skirmisher.
Hooded Men
The model gains Hard Target (1), Skirmisher.
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
La Quête
pendant les Sélections pré-partie, si votre armée contient une figurine avec cette règle, désignez un profil d’unité du Livre d’armée de votre adversaire, qui ne peut être une monture de personnage (mais peut être un personnage) : toutes les instances de cette unité ainsi désignée dans la liste d’armée de l’adversaire reçoivent un marqueur « Quête ». Les éléments de figurine avec La Quête bénéficient des règles Coup fatal (contre les unités contenant un marqueur « Quête ») et Zèle (contre les unités contenant un marqueur « Quête »).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry). All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker. Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
Lance
Lance de cavalerie
Lance
Lance
Lanza de Caballería
Lancia Pesante
Lance
Lance
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.
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.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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.
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.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Noblesse
La figurine gagne Ægide (5+, contre sauvegarde d’armure zéro). Cette sauvegarde ne peut être utilisée que contre les attaques pour lesquelles la figurine ne peut pas utiliser sa sauvegarde d’armure, ou échouerait automatiquement à ce jet.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Nobility
The model gains Aegis (5+, against no Armour Save). This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Serviteur de l’Ordo
À tout moment lors de votre Phase de magie, avant l’étape 5 (Lancer et dissiper des sorts), toute unité contenant cette règle peut choisir de bénéficier de l’un des effets suivants : itemize Ressusciter 1 Point de vie sur une Réserve de Points de vie ordinaire de l’unité ; Défausser un pour faire récupérer 1 Point de vie à n’importe quelle figurine dans l’unité. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects: itemize Raise 1~HP on a Rank-and-File Health Pool in the unit. Discard 1~ and Recover 1~HP on any model in the unit. itemize
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Sentinelles de l’Ordo
la figurine gagne Clergé, et l’élément de figurine « Homme d’armes » gagne une Arme lourde.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Relique sacrée
une unité contenant cette règle bénéficie de la règle Combat sur un rang supplémentaire. Si l’unité du porteur est la cible d’une Oraison alors qu’elle est engagée au combat, ajoutez un marqueur « Bénédiction » à votre réserve. Ignorez cet effet si un personnage avec le Principe chevaleresque Piété fait partie de l’unité de la figurine. L’élément de figurine « Reliquaire sacré » gagne toutes les armes portées par les figurines ordinaires de l’unité qu’il rejoint, avec Durée : Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit. The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Serment solennel
la figurine bénéficie de la règle Courageux tant qu’elle est sous l’effet de la règle Présence impérieuse d’une figurine alliée.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
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.
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.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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.
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.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Traits of a Hero
The must choose one or two different .
Traits héroïques
le Héros du peuple doit choisir un ou deux .
Traits of a Hero
The must choose one or two different .
Traits of a Hero
The must choose one or two different .
Traits of a Hero
The must choose one or two different .
Traits of a Hero
The must choose one or two different .
Traits of a Hero
The must choose one or two different .
Traits of a Hero
The must choose one or two different .
Trebuchet
Trébuchet
Trebuchet
Trebuchet
Trebuchet
Trebuchet
Trebuchet
Trebuchet
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Veneur du Chapère
La figurine gagne Terreur. L’élément de figurine «  » gagne une Lance de cavalerie, et ses Attaques de corps à corps standard gagnent .
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3. Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3. Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Au crépuscule forgé
Le porteur doit relancer ses jets de sauvegarde d’armure ratés, mais rate automatiquement tous ses jets de sauvegarde d’Ægide et de Régénération, peu importe qu’il utilise le Bouclier ou non.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Forjado del Crepúsculo
El portador debe repetir sus Tiradas fallidas de Salvación por Armadura. El portador falla automáticamente todas sus Salvaciones de Égida o Regeneración, da igual si Usa el Escudo o no.
Vespertino
Il portatore deve ripetere i propri Tiri Armatura falliti. Il portatore fallisce automaticamente i propri Tiri Egida e Rigenerazione, a prescindere dal fatto che stia Usando lo Scudo o meno.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touché par la Grâce
+1~Fo, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Toque de Grandeza
+1~Fue, +1~PA.
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Bastion de la Foi
Le porteur gagne , et tous ses jets de sauvegarde d’armure qui obtiennent un résultat de~1 doivent être relancés.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Onguent du Chevalier noir
Usage unique. Durée : Fin de la phase. La première fois que la figurine du porteur subit une blessure non sauvegardée suite à une attaque avec \textbf{Blessures multiples (X){}}, elle gagne \textbf{\immune{Blessures multiples{}}}.
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Black Knight’s Tonic
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Shield Breaker
+6~AP.
Brise-écus
+6~PA.
Shield Breaker
+6~AP.
Shield Breaker
+6~AP.
Rompeescudos
+6~PA.
Frantumascudi
+6~Pen.
Shield Breaker
+6~AP.
Shield Breaker
+6~AP.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Calice sacré
Le porteur gagne Résistance à la magie (1). De plus, chaque fois que l’unité du porteur est ciblée par un sort ennemi, le porteur gagne Canalisation (1) jusqu’à la fin de la Phase de magie suivante.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Sacred Chalice
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Cape de camouflage
Se tient derrière. La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps. De plus, elle ne peut porter d’Attaques de soutien.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas. Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Cœur de héros
+1 Att, toujours au moins Fo 5 et au moins PA 2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
Cuore dell’Eroe
+1~\AttackValueInitials, e sempre almeno \StrengthInitials~5 e AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Courage d’Uther
+X en valeur d’Attaque, où « X » est égal au nombre de rangs d’une unique unité ennemie en contact avec le porteur, jusqu’à un maximum de 4 (si plusieurs unités ennemies sont en contact avec le porteur, choisissez celle qui a le plus de rangs). Ces attaques supplémentaires ne peuvent être allouées qu’à des figurines ordinaires (si elles ne peuvent pas être allouées à des figurines ordinaires, elles sont perdues).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Uther’s Mettle
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Jugement divin
Si le porteur réussit une charge, appliquez les effets suivants : +2~Fo, +2~PA, avec Durée : Fin du combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Garde fantomatique
+2 en valeur d’Armure contre les attaques non magiques.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
Salvaguardia Spettrale
+2~Arm contro Attacchi non-Magici
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
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.
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Gravée de prières
+1 Arm et Ægide (+1, max. 4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
Prayer Etched
+1~Arm, and Aegis (+1, max.~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.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Memento Mori
+1~Fo, +1~PA et Terreur.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Mortal Reminder
+1~Str, +1~AP, and Terror.
Percival’s Panoply
+2~Arm.
Panoplie de Perceval
+2 Arm.
Percival’s Panoply
+2~Arm.
Percival’s Panoply
+2~Arm.
Percival’s Panoply
+2~Arm.
Percival’s Panoply
+2~Arm.
Percival’s Panoply
+2~Arm.
Percival’s Panoply
+2~Arm.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Parchemin de drain
Usage unique. Durée : Immédiat. Peut être activé lors de la Phase de magie ennemie, juste après avoir Évacué la magie excédentaire : votre adversaire perd immédiatement un Dé de magie.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Pergamino de Drenaje
Un solo uso. Duración: Instantáneo. Puede activarse en la Fase de Magia del oponente, inmediatamente después de Exceso de Magia: el oponente inmediatamente descarta 1~Dado de Magia.
Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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 Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion de guérison
Usage unique. Durée : Immédiat. La figurine du porteur récupère 1 Point de vie.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Poción de Curación
Un solo uso. Duración: Instantáneo. La miniatura del portador Recupera 1~PV.
Pozione di Guarigione
Un solo uso. Durata: Istantaneo. Il modello del portatore Recupera 1~PV.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion 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).
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Volonté de Tristan
+1~Fo, +1~PA. Après un jet pour toucher réussi, le porteur peut annuler une unique touche réussie avec cette arme pour désigner une arme enchantée portée par la figurine qui est la cible de cette attaque : à la fin du Palier d’initiative en cours, tous ses Enchantements d’arme sont ignorés, et son arme cesse d’être une Arme enchantée. Durée : Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
Tristan’s Resolve
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.

Magic Standards usable by the army

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 Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Bannière du courage
L’unité du porteur peut relancer ses Tests de panique ratés. Si le Général ou le porteur de la Grande Bannière se trouve dans l’unité du porteur, à la place, elle réussit automatiquement tous ses Tests de panique.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Estandarte de Coraje
La unidad del portador puede repetir los Chequeos de Pánico fallidos. Si el Portaestandarte de Batalla o el General son parte de la unidad del portador, esta supera automáticamente los Chequeos de Pánico en su lugar.
Vessillo della Disciplina
L’unità del portatore può ripetere i Test di Panico falliti. Se l’unità invece include l’Alfiere da Battaglia o il Generale, essa supera automaticamente i Test di Panico.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Bannière de Roland
L’unité du porteur gagne Ægide (5+, contre les Attaques à distance). De plus, les unités ennemies ne peuvent pas utiliser la règle Tenir et tirer ! contre l’unité du porteur.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
Banner of Roland
The bearer’s unit gains Aegis (5+, against Ranged Attacks). In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
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.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Emblème du castellan
Usage unique. Peut être activé immédiatement après que le porteur ou son unité a raté un jet de Portée de charge au cours de la Phase de charge : le porteur ou son unité doit relancer son jet de Portée de charge. Cet effet ne s’applique pas à un personnage qui chargerait hors de l’unité du porteur.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Castellan’s Crest
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblème de distorsion
Usage unique. Durée : Fin du tour. Peut être activé au début de n’importe quelle phase : l’unité du porteur gagne Cible difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblema de Distorsión
Un solo uso. Duración: Final del Turno. Puede activarse al principio de cualquier Fase. La unidad del portador gana Objetivo Difícil (2).
Emblema Distorcente
Un solo uso. Durata: Fine del Turno. Può essere attivata all’inizio di una qualsiasi Fase. L’unità del portatore ottiene Bersaglio Difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Rayonnance de la Dame
Usage unique. Durée : Un tour. Peut être activé lorsque l’unité du porteur est la cible d’une Oraison : elle gagne les effets des trois Oraisons à la fois (c.-à-d. que sa Discipline passe à~9, elle gagne +2~Off, Ægide (5+), Attaque magique, et ses attaques ignorent Parade).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Lady’s Favour
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Linceul sanctifié
Le porteur peut lancer le sort Soupir de la Dame (Sort héréditaire) en tant que Sort lié (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
L’unité du porteur gagne Contact (1~Dis), Horreur.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.

Units od the army

EN FR DE PL ES IT ZH RU
Damsel
Damoiselle
Damsel
Damsel
Damsel
Damsel
Damsel
Damsel
Duke
Duc
Duke
Duke
Duke
Duke
Duke
Duke
Paladin
Paladin
Paladin
Paladin
Paladin
Paladin
Paladin
Paladin
Folk Hero
Héros du peuple
Folk Hero
Folk Hero
Folk Hero
Folk Hero
Folk Hero
Folk Hero
Destrier
Destrier
Destrier
Destrier
Destrier
Destrier
Destrier
Destrier
Heraldic Steed (mount)
Monture héraldique (monture)
Heraldic Steed (mount)
Heraldic Steed (mount)
Heraldic Steed (mount)
Heraldic Steed (mount)
Heraldic Steed (mount)
Heraldic Steed (mount)
Revered Unicorn
Licorne vénérée
Revered Unicorn
Revered Unicorn
Revered Unicorn
Revered Unicorn
Revered Unicorn
Revered Unicorn
Pegasus Charger (mount)
Pégase de guerre (monture)
Pegasus Charger (mount)
Pegasus Charger (mount)
Pegasus Charger (mount)
Pegasus Charger (mount)
Pegasus Charger (mount)
Pegasus Charger (mount)
Hippogriff
Hippogriffe
Hippogriff
Hippogriff
Hippogriff
Hippogriff
Hippogriff
Hippogriff
Fey Steed (mount)
Monture féerique (monture)
Fey Steed (mount)
Fey Steed (mount)
Fey Steed (mount)
Fey Steed (mount)
Fey Steed (mount)
Fey Steed (mount)
Knights of the Realm
Chevaliers du Royaume
Knights of the Realm
Knights of the Realm
Knights of the Realm
Knights of the Realm
Knights of the Realm
Knights of the Realm
Hedge Knights
Chevaliers errants
Hedge Knights
Hedge Knights
Hedge Knights
Hedge Knights
Hedge Knights
Hedge Knights
Mounted Serjeants
Dévôts de l’Ordo
Mounted Serjeants
Mounted Serjeants
Mounted Serjeants
Mounted Serjeants
Mounted Serjeants
Mounted Serjeants
Lowborn Levies
Milice paysanne
Lowborn Levies
Lowborn Levies
Lowborn Levies
Lowborn Levies
Lowborn Levies
Lowborn Levies
Lowborn Archers
Archers paysans
Lowborn Archers
Lowborn Archers
Lowborn Archers
Lowborn Archers
Lowborn Archers
Lowborn Archers
Men-at-Arms
Hommes d’armes
Men-at-Arms
Men-at-Arms
Men-at-Arms
Men-at-Arms
Men-at-Arms
Men-at-Arms
Sacred Reliquary
Reliquaire sacré
Sacred Reliquary
Sacred Reliquary
Sacred Reliquary
Sacred Reliquary
Sacred Reliquary
Sacred Reliquary
Knights of the Court
Chevaliers de la cour
Knights of the Court
Knights of the Court
Knights of the Court
Knights of the Court
Knights of the Court
Knights of the Court
Knights Penitent
Chevaliers pénitents
Knights Penitent
Knights Penitent
Knights Penitent
Knights Penitent
Knights Penitent
Knights Penitent
Knights of the Quest
Chevaliers de la Quête
Knights of the Quest
Knights of the Quest
Knights of the Quest
Knights of the Quest
Knights of the Quest
Knights of the Quest
Yeoman Outriders
Sergeants montés
Yeoman Outriders
Yeoman Outriders
Yeoman Outriders
Yeoman Outriders
Yeoman Outriders
Yeoman Outriders
Enlisted Outlaws
Brigands repentis
Enlisted Outlaws
Enlisted Outlaws
Enlisted Outlaws
Enlisted Outlaws
Enlisted Outlaws
Enlisted Outlaws
Siege Weapon
Arme de siège
Siege Weapon
Siege Weapon
Siege Weapon
Siege Weapon
Siege Weapon
Siege Weapon
Pegasus Knights
Chevaliers pégase
Pegasus Knights
Pegasus Knights
Pegasus Knights
Pegasus Knights
Pegasus Knights
Pegasus Knights
Sky Heralds
Messagers célestes
Sky Heralds
Sky Heralds
Sky Heralds
Sky Heralds
Sky Heralds
Sky Heralds
Naiads
Naïades
Naiads
Naiads
Naiads
Naiads
Naiads
Naiads
Friar’s Lanterns
Feux follets
Friar’s Lanterns
Friar’s Lanterns
Friar’s Lanterns
Friar’s Lanterns
Friar’s Lanterns
Friar’s Lanterns
The Lady’s Courtier
Courtisan de la Dame
The Lady’s Courtier
The Lady’s Courtier
The Lady’s Courtier
The Lady’s Courtier
The Lady’s Courtier
The Lady’s Courtier
Fey Knight
Chevalier féerique
Fey Knight
Fey Knight
Fey Knight
Fey Knight
Fey Knight
Fey Knight