Correspondence of translations with another language
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Full Steam Ahead!
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Full Steam Ahead!
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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.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Infernal Armour
The model gains Resistance (Flaming Attacks).
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Infernal Armour
The model gains Resistance (Flaming Attacks).
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Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones:
itemize
Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad.
Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad.
La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga.
Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia.
itemize
Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3).
Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Vassal Slingshot
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Vassal Slingshot
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Big Brother
The model’s PV are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Pisotón) is Maximizada.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Escudo
Una miniatura con Escudo se considera que está usando un Escudo en todo momento, excepto durante la Fase de Melé si está usando una Arma de Melé A Dos-Manos.
Una miniatura usando un Escudo gana +1~Arm. Adicionalmente, cualquier miniatura de Altura~1-3 utilizando una Arma de Mano mientras usa un Escudo gana Parada.
Nota: Un Escudo no proporciona ningún beneficio contra Ataques de Melé mientras se usa un Arma de Melé A Dos Manos.
) proporcionan modificadores a Características Defensivas, sus efectos no se aplican a un Personaje en una montura que tenga su propia Habilidad Defensiva o Equipamiento de Armadura.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Rock Crusher
The Chassis’s Strength is set to~6, and its Armour Penetration is set to~3.
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Rock Crusher
The Chassis’s Strength is set to~6, and its Armour Penetration is set to~3.
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Higher Calibre
The Range of the model’s Shooting Weapon is doubled. Enemy units hit by the weapon suffer 1~Charge Speed and 1~Mobility, both to a minimum of~3, with Duration: One Turn.
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Higher Calibre
The Range of the model’s Shooting Weapon is doubled. Enemy units hit by the weapon suffer 1~Charge Speed and 1~Mobility, both to a minimum of~3, with Duration: One Turn.
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Chained Together
The model’s unit may never voluntarily change its number of files. After performing a March Move, the unit loses 1D6~HP.
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Chained Together
The model’s unit may never voluntarily change its number of files. After performing a March Move, the unit loses 1D6~HP.
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Keys to the Citadel
The model must buy Weapon Enchantments for two of its mundane weapons. The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.
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Keys to the Citadel
The model must buy Weapon Enchantments for two of its mundane weapons. The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.
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Cónclave de Magos#1~(#1)
This is just invisible text for proper layout display\ de hechiceros pueden unirse en una comunión mística para potenciar sus habilidades mágicas. Mediante una colaboración estrecha, se convierten en fuerzas formidables en el campo de batalla.\ is just invisible text for proper layout display
La unidad conoce X~diferentes Hechizos Aprendidos, elegidos de la lista de hechizos disponibles en su entrada de unidad, es un Mago, si X es 2~o más, también gana Canalizar (1).
La unidad solo puede hacer un Intercambio Hereditario si pudiera haber elegido el Hechizo Hereditario durante la Selección de Hechizos (como parte de la Planificación Pre-partida), sin embargo, sigue siendo elegible para un Intercambio Universal. Ver el capítulo de Preparaciones de Batalla para más detalles.
referenceonly
Aunque los hechizos son conocidos por toda la unidad, solo una miniatura es el Lanzador: cada vez que lances el hechizo, antes de elegir los objetivos, selecciona una miniatura de Tropa como el Lanzador para este hechizo.
Si un Cónclave de Magos sufre una Disfunción, trata a la unidad entera como el Lanzador.
Al respecto de los Objetivos Primario\- y Secundario, trata a la unidad entera como un Lanzador.
referenceonly
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Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display
The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
referenceonly
Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster.
referenceonly
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Defy Death
Melee Attacks against the model can never wound on better than~4+.
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Defy Death
Melee Attacks against the model can never wound on better than~4+.
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Riddle of the Lamassu
During the opponent’s Pre-game~Selections, the opponent must choose Power or Wisdom.
itemize
Power: the model gains Channel (1).
Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker.
itemize
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Riddle of the Lamassu
During the opponent’s Pre-game~Selections, the opponent must choose Power or Wisdom.
itemize
Power: the model gains Channel (1).
Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker.
itemize
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Volcanic Embrace#1~(#1)
The model part gains Grind Attack) (X, AP~4, Flaming Attacks, Magical Attacks, Unmodifiable, Zeal (towards Metal Armour)). These hits always wound on a~4+.
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Volcanic Embrace#1~(#1)
The model part gains Grind Attack) (X, AP~4, Flaming Attacks, Magical Attacks, Unmodifiable, Zeal (towards Metal Armour)). These hits always wound on a~4+.
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Firing Platform
Shooting Attacks against the model’s unit are all resolved against the . In addition, as long as the unit has at least one Proper Rank, apply the following to all models in the Infernal Bastion's unit when they are shooting or casting spells:
itemize Those models may draw Line of Sight as if they were Height~5, and from any point of the ’s Front Facing. They may measure their range from the . A maximum of 20~models can shoot from the unit. They can shoot regardless of the rank they are positioned in.
itemize
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Firing Platform
Shooting Attacks against the model’s unit are all resolved against the . In addition, as long as the unit has at least one Proper Rank, apply the following to all models in the Infernal Bastion's unit when they are shooting or casting spells:
itemize Those models may draw Line of Sight as if they were Height~5, and from any point of the ’s Front Facing. They may measure their range from the . A maximum of 20~models can shoot from the unit. They can shoot regardless of the rank they are positioned in.
itemize
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Oil Flasks
After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.
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Oil Flasks
After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.
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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.
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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.
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Infernal Lash
+2~Agi. Once per Melee Phase, during Combat Choices in a combat within~6 of the wielder, you may activate the following ability:
Select a single friendly unit within~6 of the wielder (which can be the wielder itself).
The selected unit gains Flaming Attacks, Magical Attacks. Duration: One Phase.
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Infernal Lash
+2~Agi. Once per Melee Phase, during Combat Choices in a combat within~6 of the wielder, you may activate the following ability:
Select a single friendly unit within~6 of the wielder (which can be the wielder itself).
The selected unit gains Flaming Attacks, Magical Attacks. Duration: One Phase.
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Giant See, Giant Do
The model gains , Commanding Presence (12, Insignificant), First Strike (Stubborn).
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Giant See, Giant Do
The model gains , Commanding Presence (12, Insignificant), First Strike (Stubborn).
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Giant Club
+1~Fue, +1~PA.
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Giant Club
+1~Str, +1~AP.
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Vassal Governor
Friendly units entirely with Vassal within~12 of one or more models with gain +1~Mobility.
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Vassal Governor
Friendly units entirely with Vassal within~12 of one or more models with gain +1~Mobility.
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Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.).
Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad
Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha
Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Unbranded
The model cannot take any Army Specific Magic Items, and can never cast .
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Unbranded
The model cannot take any Army Specific Magic Items, and can never cast .
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Tower Shield
The model gains +1~Arm, Parry, Hard Target (1).
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Tower Shield
The model gains +1~Arm, Parry, Hard Target (1).
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Walking Earthquake
The models Mobility is set to~7 and it gains Swift\-stride,D3+1.
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Walking Earthquake
The models Mobility is set to~7 and it gains Swift\-stride,D3+1.
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Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Theocratic Litigators
The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Walking Volcano
The model gains 2.
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Walking Volcano
The model gains 2.
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Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Ring of Desiccation
During Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.
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Ring of Desiccation
During Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.
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Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3.
Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
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Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Forjado del Crepúsculo
El portador debe repetir sus Tiradas fallidas de Salvación por Armadura. El portador falla automáticamente todas sus Salvaciones de Égida o Regeneración, da igual si Usa el Escudo o no.
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Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
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Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Toque de Grandeza
+1~Fue, +1~PA.
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Touch of Greatness
+1~Str, +1~AP.
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Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
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Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
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Blaze of Protection
The bearer’s Armour Equipment value is set to~6.
At the end of Agility Step~0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers one hit with Str~4, AP~0, Magical Attacks, Flaming Attacks, Unmodifiable.
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Blaze of Protection
The bearer’s Armour Equipment value is set to~6.
At the end of Agility Step~0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers one hit with Str~4, AP~0, Magical Attacks, Flaming Attacks, Unmodifiable.
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Breath of the Brass Bull
The bearer’s model gains +1~HP and First Strike (Grind Attack)) (X, Magical Attacks, Toxic Attacks)}. X is equal to the number of models in contact with the bearer’s unit’s Front Facing.
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Breath of the Brass Bull
The bearer’s model gains +1~HP and First Strike (Grind Attack)) (X, Magical Attacks, Toxic Attacks)}. X is equal to the number of models in contact with the bearer’s unit’s Front Facing.
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Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Rompeescudos
+6~PA.
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Shield Breaker
+6~AP.
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Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas.
Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
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Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
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Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
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Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
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Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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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).
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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).
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Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
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Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
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Kadim Binding
Aegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.
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Kadim Binding
Aegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.
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Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Attack Value is always~1, Strength always~5, and Armour Penetration always~10. Automatic Hits, Multiple Wounds (2, Melee).
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Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Attack Value is always~1, Strength always~5, and Armour Penetration always~10. Automatic Hits, Multiple Wounds (2, Melee).
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Flame of the East
Flaming Attacks, D3+1.
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Flame of the East
Flaming Attacks, D3+1.
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Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
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Ghostly Guard
+2~Arm against non-Magical Attacks.
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Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Golden Idol of Shamut
The bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (4). In addition, if the bearer’s model is of Height~1, its Charge Speed is set to~4, its Mobility is set to~6, and it gains Ghost Step.
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Golden Idol of Shamut
The bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (4). In addition, if the bearer’s model is of Height~1, its Charge Speed is set to~4, its Mobility is set to~6, and it gains Ghost Step.
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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.
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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.
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Mask of Ages
The wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.
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Mask of Ages
The wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.
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Onyx Core
Strength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
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Onyx Core
Strength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
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Roca Obsidiana
Resistencia a la Magia (2).
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Obsidian Rock
Magic Resistance (2).
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Pergamino de una Mente Libre
Un solo uso. Duración: Permanente. Puede activarse en una Fase de Magia amiga antes de sacar una Carta de Flujo: el portador pierde todos sus Hechizos Aprendidos de su Senda de Magia elegida garantizados por Hechicero Aprendiz, Hechicero Adepto, Maestro Hechicero, o Cambio Universal (el Hechizo Hereditario, así como los hechizos proporcionados por otras fuentes no se ven afectados). El portador gana el mismo número de hechizos de otra única Senda disponible durante la creación de lista. Los hechizos ganados empiezan desde el primer hechizo de la Senda, progresando hsata el último hechizo de la Senda. Esto no cambia la Senda de Magia elegida por el portador. Nota: al hacer esto, es posible que un Mago gane el mismo hechizo dos veces – sin embargo, no podría lanzar ese hechizo vaarias veces (por ejemplo, un Hierarca del Culto de Muerte con Hechicero Adepto y Conducto de Almas que eligió los hechizos \#1 y \#3 de Adivinación y cambió a Guardián Eterno durante las Preparaciones de Batalla y selecciona Evocación con el Pergamino de la Mente Liber: ahora conoce dos veces el Susurros del Velo, así como Danza Macabra, y Guardián Eterno).
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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).
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Pergamino de Hechizo#1{}{~(#1)}
Un solo uso. Duración: Una Fase. Puede activarse en cualquier momento durante tu Fase de Magia. El portador conoce el hechizo indicado entre paréntesis adicionalmente a sus otros hechizos, a menos que ya lo conociera.
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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.
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Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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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.
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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.
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Sello de Protección
+1~Arm.
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Sigil of Protection
+1~Arm.
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Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled~1 or~2 as a~3.
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Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled~1 or~2 as a~3.
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Talismán de Escudo
Égida (5+).
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Talisman of Shielding
Aegis (5+).
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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).
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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).
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Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Estandarte Desgarrador
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. Las miniaturas de Tropa en la unidad del portador ganan +1~PA.
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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.
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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.
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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.
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Banner of Shamut
Models in the bearer’s unit gain +1~Off. In addition, a unit containing a Banner of Shamut adds +1 to the Combat Score of its side.
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Banner of Shamut
Models in the bearer’s unit gain +1~Off. In addition, a unit containing a Banner of Shamut adds +1 to the Combat Score of its side.
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Banner of the Twice Branded
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Banner of the Twice Branded
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Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
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Model parts with Vassal in the bearer’s unit gain Fury.
The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
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Model parts with Vassal in the bearer’s unit gain Fury.
The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
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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+.
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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+.
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Estandarte del Acechador
La unidad del portador gana Cruzar.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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