Empire of Sonnstahl

Empire of Sonnstahl

Correspondence of translations with another language

Regeln und Ausrüstung der Armee

DE EN
Fire on Impact!
The model part gains Devastating Charge (always Str~4, always AP~2, always Agi~10).
Fire on Impact!
The model part gains Devastating Charge (always Str~4, always AP~2, always Agi~10).
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.
Aura of Power
Units within~8 of one or more friendly models with benefit from +2~Def and +2~Off. Model parts with Mount are not affected.
Aura of Power
Units within~8 of one or more friendly models with benefit from +2~Def and +2~Off. Model parts with Mount are not affected.
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.
Silver Shots
Shooting Attacks made by the model part with a Crossbow, , gain Lethal Strike, Zeal.
Silver Shots
Shooting Attacks made by the model part with a Crossbow, , gain Lethal Strike, Zeal.
Volley Gun
Volley Gun
Blessings
A unit containing Blessings gains First Strike (Hatred). Model parts with Mount are not affected. The model can cast the following three Bound Spells (3), with Type: Caster, and Duration: One Turn. ullorUllor’s Blessing The target’s unit gains Aegis (5+, against Melee Attacks). sunnaSunna's Blessing The target’s unit gains Flaming Attacks. Each enemy unit in contact with the target’s unit when the spell is cast, suffers D6~hits with ~4, ~0, Flaming Attacks, Magical Attacks. volundVolund’s Blessing The target’s unit gains Zeal.
Blessings
A unit containing Blessings gains First Strike (Hatred). Model parts with Mount are not affected. The model can cast the following three Bound Spells (3), with Type: Caster, and Duration: One Turn. ullorUllor’s Blessing The target’s unit gains Aegis (5+, against Melee Attacks). sunnaSunna's Blessing The target’s unit gains Flaming Attacks. Each enemy unit in contact with the target’s unit when the spell is cast, suffers D6~hits with ~4, ~0, Flaming Attacks, Magical Attacks. volundVolund’s Blessing The target’s unit gains Zeal.
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.
Cannon
Cannon
Steam Cannon
Steam Cannon
MeetingOfMindsEos
MeetingOfMindsEos
Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
Wilderness Guides
At the beginning of step~3.6 of the Battle Setup (Move Vanguarding Units), choose one friendly Parent or within~8 of a unit containing : the chosen unit gains Van\-guard~Mob) (3).
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.
Trained Ferocity
While Engaged in the same Combined Combat as another friendly unit, the model part benefits from +1~Att and First Strike (Hatred).
Trained Ferocity
While Engaged in the same Combined Combat as another friendly unit, the model part benefits from +1~Att and First Strike (Hatred).
First Knight
While the model is joined to a unit of or , the unit gains .
First Knight
While the model is joined to a unit of or , the unit gains .
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.
Great Tactician
The model may give one additional Order.
Great Tactician
The model may give one additional Order.
Holy Relic
Friendly units within~8 of the model gain First Strike (Hatred). Model parts with Mount are not affected. Bound Spells from Blessings cast by the rider have their Range set to~8″ and gain the Types: Augment and Aura. The model can cast Fate’s Judgement (Divination) as a Bound Spell (3).
Holy Relic
Friendly units within~8 of the model gain First Strike (Hatred). Model parts with Mount are not affected. Bound Spells from Blessings cast by the rider have their Range set to~8″ and gain the Types: Augment and Aura. The model can cast Fate’s Judgement (Divination) as a Bound Spell (3).
Imperial Prince
The model part is equipped with a Hand Weapon enchanted with , and can only take up to 50~pts of Magic Items.
Imperial Prince
The model part is equipped with a Hand Weapon enchanted with , and can only take up to 50~pts of Magic Items.
Imperial Rocketeer
Imperial Rocketeer
Irregulars
The model gains Hard Target (1), Skirmisher.
Irregulars
The model gains Hard Target (1), Skirmisher.
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.
Master Artificer
The model gains , but is limited to the Order Ready!~Aim!~Fire!. In addition, for the purpose of this rule, any unit of Reiters the model has joined is considered to be a .
Master Artificer
The model gains , but is limited to the Order Ready!~Aim!~Fire!. In addition, for the purpose of this rule, any unit of Reiters the model has joined is considered to be a .
Mortar
Mortar
Steam Powered
The model’s rolls for Random Movement) gain Maximised. The model may choose not to move despite having Random Movement). The model cannot choose to Pursue –– unless it is Charging, in which case it must Pursue (including Overrun).
Steam Powered
The model’s rolls for Random Movement) gain Maximised. The model may choose not to move despite having Random Movement). The model cannot choose to Pursue –– unless it is Charging, in which case it must Pursue (including Overrun).
Parent Unit
A unit containing a model with this rule is referred to as a . gains Fight in Extra Rank while there is at least one engaged in the same combat.
Parent Unit
A unit containing a model with this rule is referred to as a . gains Fight in Extra Rank while there is at least one engaged in the same combat.
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.
Support Unit
A unit containing a model with this rule is referred to as a . within~8 of a gain Resolute. During the opponent’s Charge Phase, may perform one of the following actions: enumerate Supporting Fire: the may perform an out of sequence Shooting Attack towards an enemy unit that has successfully performed a Charge Move against a friendly within~8. Apply the normal rules for Shooting Attacks, ignoring the for Cover and Line of Sight purposes. Counter Charge: after enemy units finish their Charge Moves, within~8 of a successfully charged friendly may choose one enemy unit that has Charged the and declare a Charge, applying the normal rules for Charging (Line of Sight, Front Arc, rolls for Charge Range, etc.). A that performs a Counter Charge is considered to have at most one~Proper Rank for the purpose of inflicting Surrounded, with Duration: Round of Combat. enumerate
Support Unit
A unit containing a model with this rule is referred to as a . within~8 of a gain Resolute. During the opponent’s Charge Phase, may perform one of the following actions: enumerate Supporting Fire: the may perform an out of sequence Shooting Attack towards an enemy unit that has successfully performed a Charge Move against a friendly within~8. Apply the normal rules for Shooting Attacks, ignoring the for Cover and Line of Sight purposes. Counter Charge: after enemy units finish their Charge Moves, within~8 of a successfully charged friendly may choose one enemy unit that has Charged the and declare a Charge, applying the normal rules for Charging (Line of Sight, Front Arc, rolls for Charge Range, etc.). A that performs a Counter Charge is considered to have at most one~Proper Rank for the purpose of inflicting Surrounded, with Duration: Round of Combat. enumerate
Zealot
The model gains Exclusive (Flagellants), Fearless, Dying Blow, Un\-stable.
Zealot
The model gains Exclusive (Flagellants), Fearless, Dying Blow, Un\-stable.

Magische Gegenstände der Armee

DE EN
Blacksteel
Blacksteel
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.
Locket of Sunna
During Combat Choices, select one enemy Character in contact with the wearer’s unit. Select a model part on the selected Character: it suffers 2~Att, 2~Off, 2~Str, and 2~AP, with Duration: Round of Combat.
Locket of Sunna
During Combat Choices, select one enemy Character in contact with the wearer’s unit. Select a model part on the selected Character: it suffers 2~Att, 2~Off, 2~Str, and 2~AP, with Duration: Round of Combat.
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.
Death Warrant
+X~Att, +X~Str, and +X~AP, where X is the number of friendly and of Height~1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Death Warrant
+X~Att, +X~Str, and +X~AP, where X is the number of friendly and of Height~1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
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.
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).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Shield of Volund
Immune (Fury, Lethal Strike).
Shield of Volund
Immune (Fury, Lethal Strike).
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).
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.
Winter Cloak
The bearer gains Aegis (3+, against Flaming Attacks),Aegis (5+),Dis\-trac\-ting (1), and automatically fails all Regeneration Saves.
Winter Cloak
The bearer gains Aegis (3+, against Flaming Attacks),Aegis (5+),Dis\-trac\-ting (1), and automatically fails all Regeneration Saves.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Ullor’s Horn
Enemy units within~8 of the bearer lose the Charging Momentum Agility bonus as well as the +1~Combat Score bonus from Charging.
Ullor’s Horn
Enemy units within~8 of the bearer lose the Charging Momentum Agility bonus as well as the +1~Combat Score bonus from Charging.
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).
Exemplar’s Flame
The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (3).
Exemplar’s Flame
The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (3).
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.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Witchfire Guard
Aegis (4+, against Magical Attacks).
Witchfire Guard
Aegis (4+, against Magical Attacks).
Hammer of Witches
Att set to 5. In addition, the wielder benefits from +1~Str, and +1~AP when attacking a unit containing a model with a Learned Spell, or a unit that is under the effect of a spell with type Augment.
Hammer of Witches
Att set to 5. In addition, the wielder benefits from +1~Str, and +1~AP when attacking a unit containing a model with a Learned Spell, or a unit that is under the effect of a spell with type Augment.
Imperial Seal
+1~Dis; Armour Equipment is set to~6. Fearless.
Imperial Seal
+1~Dis; Armour Equipment is set to~6. Fearless.
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.
The Light of Sonnstahl
Wounds automatically, AP is always~10.
The Light of Sonnstahl
Wounds automatically, AP is always~10.
Scroll of Conquest
One use only. Duration: End of Turn. Units within~6 of the bearer must reroll failed Charge Range rolls.
Scroll of Conquest
One use only. Duration: End of Turn. Units within~6 of the bearer must reroll failed Charge Range rolls.
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.
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of 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.
Sigil of Protection
+1~Arm.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Magische Banner der Armee

DE EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it may immediately give that same Order (for free) to up to two within~8 (of itself).
Banner of Unity
Whenever the bearer’s unit is targeted by an Order, it may immediately give that same Order (for free) to up to two within~8 (of itself).
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
War College Banner
The bearer gains .
War College Banner
The bearer gains .
Marksman’s Pennant
The bearer’s unit gains Stand and Shoot.
Marksman’s Pennant
The bearer’s unit gains Stand and Shoot.

Einheiten der Armee

DE EN
Marshal
Marshal
Knight Commander
Knight Commander
Battlefield Wizard
Battlefield Wizard
Prelate
Prelate
Artificer
Artificer
Inquisitor
Inquisitor
Horse
Horse
Pegasus
Pegasus
Young Griffon
Young Griffon
Great Griffon
Great Griffon
Commanding Dragon
Commanding Dragon
Altar of Battle
Altar of Battle
Arcane Engine (mount)
Arcane Engine (mount)
State Infantry
State Infantry
State Detachment
State Detachment
State Marksmen
State Marksmen
Local Militia
Local Militia
Electoral Cavalry
Electoral Cavalry
Knightly Orders
Knightly Orders
Imperial Guard
Imperial Guard
Imperial Detachment
Imperial Detachment
Knights of the Sun Griffon
Knights of the Sun Griffon
Arcane Engine
Arcane Engine
Imperial Rangers
Imperial Rangers
Reiters
Reiters
Blackpowder Artillery
Blackpowder Artillery
Flagellants
Flagellants
Steam Tank
Steam Tank