Daemon Legions

Daemon Legions

Correspondence of translations with another language

Правила и Снаряжение, используемые армией

RU EN
Aether Battery
Aether Battery
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
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.
Tightening Grasp
The model part gains Grind Attack) (X). After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2)) When the model is not Engaged in Combat, X is set to~1. When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
Tightening Grasp
The model part gains Grind Attack) (X). After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2)) When the model is not Engaged in Combat, X is set to~1. When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
Wings
The model’s Mobility is set to~8, and it gains Fly.
Wings
The model’s Mobility is set to~8, and it gains Fly.
Smother#1~(#1)
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
Smother#1~(#1)
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed). If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead. referenceonly If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal. referenceonly
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.
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised. Impact Hits) gain Multiple Wounds (D3, towards Height #1 (5)).
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised. Impact Hits) gain Multiple Wounds (D3, towards Height #1 (5)).
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1). If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1). If the model part’s Stomp Attack is allocated towards a Health Pool with Height~(3–4), the total number of its hits is halved, rounding fractions up.
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5. In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5. In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
Energy~Bolts
Energy~Bolts
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point. If the model’s Health Points reach 20 or more, all units within~9 immediately suffer #1D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point. If the model’s Health Points reach 20 or more, all units within~9 immediately suffer #1D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points. At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points. At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
Horde Thresher
Changes to the model’s profile: itemize Base size changed to . set to~6. Number of Tillers and Hellsteeds set to~(3). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (3)). Single model. itemize
Horde Thresher
Changes to the model’s profile: itemize Base size changed to . set to~6. Number of Tillers and Hellsteeds set to~(3). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (3)). Single model. itemize
Legion Thresher
Changes to the model’s profile: itemize Base size changed to . set to~8. Number of Tillers and Hellsteeds set to~(4). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (4)). Single model. itemize
Legion Thresher
Changes to the model’s profile: itemize Base size changed to . set to~8. Number of Tillers and Hellsteeds set to~(4). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (4)). Single model. itemize
Favoured of Sloth
Legendary. Can only be taken in an army with a as the General. The unit may select up to two Manifestations instead of one.
Favoured of Sloth
Legendary. Can only be taken in an army with a as the General. The unit may select up to two Manifestations instead of one.
Favoured of Envy
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Envy
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Pride
Legendary. Can only be taken in an army with an as the General. The unit may select up to two Manifestations instead of one.
Favoured of Pride
Legendary. Can only be taken in an army with an as the General. The unit may select up to two Manifestations instead of one.
Favoured of Wrath
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Wrath
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Greed
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Greed
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Gluttony
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Gluttony
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Lust
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favoured of Lust
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
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.
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.
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent: lustmesmerisingplumage slothtorporoustendrils envyvenomsacs
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent: lustmesmerisingplumage slothtorporoustendrils envyvenomsacs
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
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.
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.

Магические предметы, используемые армией

RU EN
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.
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.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
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).
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.
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.
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.
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).

Магические знамена, используемые армией

RU EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.

Юниты армии

RU EN
Harbinger of Father Chaos
Harbinger of Father Chaos
Kuulima’s Deceiver
Kuulima’s Deceiver
Maw of Akaan
Maw of Akaan
Miser of Sugulag
Miser of Sugulag
Courtesan of Cibaresh
Courtesan of Cibaresh
Omen of Savar
Omen of Savar
Sentinel of Nukuja
Sentinel of Nukuja
Vanadra’s Scourge
Vanadra’s Scourge
Dark Pulpit
Dark Pulpit
Hellsteed
Hellsteed
Burning Wheel
Burning Wheel
Great Beast of Prophecy
Great Beast of Prophecy
Throne of Overwhelming Splendour
Throne of Overwhelming Splendour
Imps
Imps
Succubi
Succubi
Lemures
Lemures
Myrmidons
Myrmidons
Eidolons
Eidolons
Hellhounds
Hellhounds
Threshing Engine
Threshing Engine
Titanslayer Chariot
Titanslayer Chariot
Mageblight Gremlins
Mageblight Gremlins
Clawed Fiends
Clawed Fiends
Hoarders
Hoarders
Succubi Tempters
Succubi Tempters
Blazing Glory
Blazing Glory
Hope Harvester
Hope Harvester
Brazen Beasts
Brazen Beasts
Furies
Furies
Veil Serpents
Veil Serpents
Bloat Flies
Bloat Flies