Undying Dynasties

Undying Dynasties

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
AmbushopenTerrain
Giant Aspis Bow
Arc aspic géant
Giant Aspis Bow
Giant Aspis Bow
Giant Aspis Bow
Giant Aspis Bow
Giant Aspis Bow
Giant Aspis Bow
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Arche sacrée
la Portée de tous les Sorts appris lancés par des Magiciens alliés situés à 12″ d’au moins une figurine avec cette règle est augmentée de +6″ (les sorts de type « Aura » ne gagnent que +3″ de Portée).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Architecte des tombes
au début de l’étape 3.F des Préparatifs avant le combat (« Déplacer les unités d’Avant-garde »), et au début de chacun de vos tours, désignez une unité alliée contenant Statue à~18 : toutes les figurines avec cette Propriété dans cette unité gagnent Régénération (5+), avec Durée : Un tour.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Deathless Noble
The model gains , Disciplined.
Aristocrate immortel
La figurine gagne ,Discipliné.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Aspis Arrows
Flèches aspic
Aspis Arrows
Aspis Arrows
Aspis Arrows
Aspis Arrows
Aspis Arrows
Aspis Arrows
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
Attaque empoisonnée#1~(#1)
Lorsqu’une attaque avec cet attribut touche sur un~6, elle blesse automatiquement (aucun jet pour blesser n’est requis). Si une attaque a au moins deux instances de cette règle, à la place, elle blesse automatiquement sur un résultat de ‘5’ ou ‘6’ pour toucher. referenceonly Si l’attaque génère plus d’une touche (ex. : parce qu’elle a aussi les attributs Attaque de zone, Fureur), seule une touche, choisie par l’attaquant, blesse automatiquement ; toutes les autres touches doivent faire des jets pour blesser selon les règles habituelles. 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
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
Ataques Envenenados#1~(#1)
Siempre que un ataque con Ataques Envenenados impacte con una tirada para impactar de~6, hiere automáticamente (no se necesita tirar para herir). Si el ataque tiene dos o más instancias de Ataques Envenenados, hiere automáticamente con una tirada para impactar exitosa de~5 o~6 en su lugar. referenceonly Si el ataque se convierte en más de un impacto (p.e. un impacto Ataque de Área, Furia), solo un impacto, elegido por el atacante, hiere automáticamente. Todos los otros impactos deben de tirar para herir normalmente. referenceonly
Attacchi Venefici#1~(#1)
Whenever an attack with Attacchi Venefici 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 Attacchi Venefici, 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 Attacco ad Area, Furia), only a single hit, chosen by the attacker, wounds automatically. Per tutti gli altri colpi a segno dovrai tirare per ferire come al solito. 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
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
Legion Charioteers
The model loses Light Troops.
Aurige de la légion
la figurine perd Troupe légère.
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonome
Une unité avec cette règle peut faire des Marches forcées selon les règles habituelles malgré la règle Mort-vivant, même si elle se trouve hors de portée de la règle Présence impérieuse d’une figurine alliée.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Avant-garde#1~(#1~)
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes : itemize Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité. Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité. L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie. Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement. itemize Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3). Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones: itemize Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad. Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad. La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga. Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia. itemize Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3). Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Avanguardia#1~(#1)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Balance du destin
la figurine gagne Apprenti magicien et Hiérophante, et a accès aux Voies de la Cosmologie, de la Divination et de l’Évocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Cible difficile#1~(#1)
Toute Attaque de tir allouée à une Réserve de Points de vie avec cette règle subit une pénalité de –X pour toucher.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Objetivo Difícil#1~(#1)
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
Bersaglio Difficile#1~(#1)
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Bouclier
Une figurine avec cette règle est considérée comme utilisant un Bouclier à tout moment, sauf lors de la Phase de mêlée si elle utilise une Arme de corps à corps À deux mains. Tant qu’elle utilise un Bouclier, la figurine gagne +1 en valeur d’Armure. De plus, toute figurine de Taille 1-3 qui manie une Arme de base tout en utilisant un Bouclier gagne la règle Parade. Rappel : étant donné que Bouclier (tout comme Parade) octroie un bonus de caractéristique défensive, ses effets ne s’appliquent pas à un personnage dont la monture a sa propre valeur d’Armure (et de Capacité défensive).
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Escudo
Una miniatura con Escudo se considera que está usando un Escudo en todo momento, excepto durante la Fase de Melé si está usando una Arma de Melé A Dos-Manos. Una miniatura usando un Escudo gana +1~Arm. Adicionalmente, cualquier miniatura de Altura~1-3 utilizando una Arma de Mano mientras usa un Escudo gana Parada. Nota: Un Escudo no proporciona ningún beneficio contra Ataques de Melé mientras se usa un Arma de Melé A Dos Manos. ) proporcionan modificadores a Características Defensivas, sus efectos no se aplican a un Personaje en una montura que tenga su propia Habilidad Defensiva o Equipamiento de Armadura.
Scudo
A model with Shield is considered to be using a Scudo at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Scudo gains +1~Arm. In addition, any Height~1-3 model using a Arma Bianca while using a Scudo gains Parata. Note: Scudo provides no benefit against Melee Attacks when using a A Due Mani Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Personaggio on a mount that has its own Abilità Difensiva or Armature Equipaggiate.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Charnel Catapult
Catapulte
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Chariot of Nephet-Râ
Char de Nephet-Râ
Chariot of Nephet-Râ
Chariot of Nephet-Râ
Chariot of Nephet-Râ
Chariot of Nephet-Râ
Chariot of Nephet-Râ
Chariot of Nephet-Râ
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Coup fatal#1~(#1)
Si une attaque avec cet attribut blesse sur un 6, sa Pénétration d’armure est fixée à~10, et elle n’autorise aucune sauvegarde de [regeneration]Régénération.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Golpe Letal#1~(#1)
Si un ataque con Golpe Letal hiere con una tirada para herir de~6, su Penetración de Armadura es fijada a~10, y las Salvaciones de [regeneración]Regeneración no pueden ser utilizadas contra él.
Colpo Letale#1~(#1)
If an attack with Colpo Letale wounds with a to-wound roll of~6, its Penetrazione dell’Armatura is always~10, and [regeneration]Rigenerazione Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commandant de l’armée de terre cuite
la figurine gagne , et un Pharaon doit être Général. Les autres unités de la liste d’armée doivent recevoir l’amélioration .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
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
Conclave de magiciens#1~(#1)
This is just invisible text for proper layout display\ arrive que plusieurs lanceurs de sorts se regroupent, communiant sur le plan mystique pour renforcer leurs capacités magiques. Leur étroite collaboration leur permet de représenter une force formidable sur le champ de bataille.\ is just invisible text for proper layout display L’unité prise dans son ensemble est un Magicien qui connaît X~Sorts appris différents, sélectionnés parmi la liste de sorts disponibles présentée dans son profil d’unité. De plus, si X est supérieur ou égal à 2, elle gagne également Canalisation (1). L’unité ne peut remplacer l’un de ses Sorts appris par le Sort héréditaire de son Livre d’armée que si elle était en mesure de choisir le Sort héréditaire au moment de la Sélection des sorts (dans le cadre de la Planification avant partie). Elle est toujours libre de remplacer l’un de ses sorts par un des autres sorts qu’elle aurait pu choisir à la place. Pour de plus amples informations, voir le chapitre « Préparatifs avant le combat ». referenceonly Même si l’ensemble de l’unité connaît ces sorts, une seule figurine joue le rôle du Lanceur de sort : à chaque fois que l’unité lance un sort, juste avant de désigner la ou les cible(s) de ce sort, désignez une figurine ordinaire de l’unité en tant que Lanceur du sort. Si un Conclave de magiciens subit un Fiasco, considérez l’ensemble de l’unité comme étant le Lanceur du sort. En ce qui concerne les Objectifs principal et secondaires, considérez également l’ensemble de l’unité comme étant le Lanceur du sort. referenceonly
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
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
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
Conclave di Maghi#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 Incanalare (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
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
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
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Malédiction de Phatep
la Portée des sorts lancés par l’unité augmente de +12.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
La mort n’est que le commencement
chaque fois que la figurine lance avec succès un Sort appris de Type « Amélioration » ou « Universel », choisissez l’un des effets suivants, qui s’applique à l’une des cibles de ce sort : itemize[leftmargin=*] Les figurines ordinaires ressuscitent un nombre de Points de vie égal à leur valeur de Résurrection. Une unique figurine récupère un nombre de Points de vie égal à sa valeur de Résurrection. itemize Cet effet ne peut pas être appliqué plus de deux fois à la même Réserve de points de vie au cours d’une même Phase de magie.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Et tu retourneras à la poussière
À la fin de chacun de vos tours, si aucune figurine alliée avec Hiérophante ne se trouve sur le champ de bataille, chaque unité contenant la règle perd X Points de vie, où « X » est égal à la moitié de sa valeur de Résurrection (en arrondissant à l’unité supérieure). Ces pertes de Points de vie ne peuvent être allouées qu’à des figurines avec .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie. Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente. Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
En votre nom
la figurine bénéficie de la règle Fureur tant qu’un Pharaon ou un Nomarque fait partie de son unité.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Statue animée
Toute unité avec réduit de 1 le nombre de PV qu’elle perd en raison de , Instable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Gardien éternel
les attaques avec Blessures multiples (X) qui sont portées contre la figurine voient le nombre de blessures qu’elles infligent divisé par deux (arrondi à l’unité supérieure).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge. L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle. Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga. La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole. La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Nuée spectrale
la valeur de Résurrection de la figurine passe à~1. De plus, elle gagne Ægide (5+), Ægide (3+ contre les attaques non magiques), Mouvement spectral, Attaque magique ainsi que Esprit, et elle perd Tirailleur, Cible difficile (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité). Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.). Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité). Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée. Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.). Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Seigneur de la légion des tertres
la figurine gagne , et un Pharaon doit être Général. Les autres unités de la liste d’armée doivent recevoir l’amélioration .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Passeur d’âmes
si la Voie de magie du Hiérarque est : itemize Évocation : chaque fois qu’elle lance un sort de Type « Amélioration » ou « Universel » sur une unité alliée, vous pouvez activer sur une unité alliée à~18 de la figurine (au lieu d’une des cibles du sort initial). N’importe quelle autre Voie de magie : la figurine connaît Murmures du Voile (sort nº 1 de l’Évocation) en plus de ses autres sorts. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Petrifying Gaze
Regard pétrifiant
Petrifying Gaze
Petrifying Gaze
Petrifying Gaze
Petrifying Gaze
Petrifying Gaze
Petrifying Gaze
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Proclamateur des tombes
L’élément de figurine gagne Fureur, Coup fatal. De plus, il compte comme une figurine ordinaire pour ce qui est de la règle .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Volonté éternelle
Tout élément de figurine ordinaire avec Squelette se trouvant dans une unité contenant cette règle gagne +2~Déf, +2~Off, Attaque magique,Coup fatal, et voit la Précision de ses Armes de tir passer à (4+) (cet effet ne s’applique pas aux éléments de figurine avec Monture).
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giganticide
Coup écrasant. Ce Coup écrasant gagne un bonus de +1 pour toucher les figurines de Taille 5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Appel du destin
Ægide (4+), et la valeur d’Armure de la figurine est fixée à~3. Remarque : cela signifie que sa valeur d’Armure ne peut jamais être supérieure à 3. Elle reste affectée par la Pénétration d’armure.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3. Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3. Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Lame vorpal
Les jets de sauvegarde d’armure, de sauvegarde d’Ægide et de sauvegarde de Régénération réussis effectués contre des attaques portées avec cette arme doivent être relancés.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Bastion de l’unité
Attaché (cette règle ne pouvant être perdue) et Résistance (Attaques de corps à corps).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Bandages consacrés
Le porteur gagne +1~Point de vie et perd une instance de Faiblesse (Attaque enflammée).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Touch of Greatness
+1~Str, +1~AP.
Touché par la Grâce
+1~Fo, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Toque de Grandeza
+1~Fue, +1~PA.
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Touch of Greatness
+1~Str, +1~AP.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusion de basalte
+1 en valeur d’Armure, Ægide (3+, contre Attaque enflammée). Le porteur rate automatiquement tous ses jets de sauvegarde de Régénération.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Jackal’s Blessing
+2~HP, Regeneration (5+).
Bénédiction du chacal
+2 PV, Régénération (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Parchemin d’entrave
Usage unique. Durée : Fin de la phase Peut être activé au début de l’étape 2 (« Siphonner le Voile ») de la Phase de magie de votre adversaire. Dans ce cas, désignez un Lanceur de sorts et l’un de ses sorts (peu importe qu’il s’agisse d’un Sort lié ou d’un Sort appris) : ce Lanceur de sorts ne peut pas volontairement lancer cette instance de ce sort (remarque : s’il a plusieurs instances de ce sort, il pourra tout de même lancer la ou les autres ; ce pouvoir est sans effet sur les éventuels Fiascos).
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Livre des morts
Le porteur peut lancer un Sort appris unique : Devoir inachevé : Valeur de lancement~(4+). 12, Aura, Amélioration. Durée : Immédiat. Pour chacune des cibles, choisissez l’un des effets suivants : itemize[leftmargin=*] Les figurines ordinaires de l’unité ciblée ressuscitent un nombre de Points de vie égal à leur valeur de Résurrection. Une unique figurine dans l’unité ciblée récupère un nombre de Points de vie égal à sa valeur de Résurrection. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Breuvage draconien
Usage unique. Durée : Fin du tour Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Tenir et tirer !).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Cape de camouflage
Se tient derrière. La figurine du porteur perd les règles Tenace, Garde du corps (si elle les avait) et ne peut les gagner d’aucune façon ; elle n’est jamais considérée comme satisfaisant aux critères pour l’activation de la règle Garde du corps. De plus, elle ne peut porter d’Attaques de soutien.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas. Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard. In addition, the model cannot make any Supporting Attacks.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Cape du sirocco
La Mobilité du porteur passe à 8, et il gagne les règles Autonome, Vol, Attaque au passage) (#1D6 (2), Fo~2, PA~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Héritage magique
Le porteur connaît le Sort héréditaire de son Livre d’armée en plus de ses autres sorts (il ne peut l’échanger pendant les Sélections pré-partie, ne peut le remplacer par un autre sort ni le perdre d’aucune manière).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Cœur de héros
+1 Att, toujours au moins Fo 5 et au moins PA 2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
Cuore dell’Eroe
+1~\AttackValueInitials, e sempre almeno \StrengthInitials~5 e AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Couronne du Roi-magicien
Pendant les Sélections pré-partie, tirez au sort une Voie de magie parmi les dix figurant dans ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie, qui ne peut échanger de sorts. Le porteur ne peut choisir aucune amélioration (Objet magique ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Couronne des pharaons
Au début de chacun de vos tours, le porteur peut décider de perdre pour donner cette règle à une unité alliée à 12, avec Durée : Un tour.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Death Mask of Teput
Aegis (5+), Horror.
Masque mortuaire de Temut
Ægide (5+), Horreur.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Sun’s Embrace
Dis\-trac\-ting (1).
Étreinte solaire
Perturbant (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Fléau des rois
La valeur d’Attaque passe à~6, Zèle (contre Personnage).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Ghostly Guard
+2~Arm against non-Magical Attacks.
Garde fantomatique
+2 en valeur d’Armure contre les attaques non magiques.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
Salvaguardia Spettrale
+2~Arm contro Attacchi non-Magici
Ghostly Guard
+2~Arm against non-Magical Attacks.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Garde sauvage
+3 en valeur d’Armure. La valeur d’Armure du porteur ne peut jamais être supérieure à~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Tueuse de dieux
+1~Att, Attaque divine, Blessures multiples (2, contre Ægide (X+)). Remarque : ceci s’applique également contre les figurines qui ont une sauvegarde d’Ægide avec application conditionnelle.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Sceptre de Kherep
Le porteur gagne Hiérophante. De plus, il peut lancer Danse macabre (sort nº 2 de l’Évocation) en tant que Sort lié (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Régicide
Attaché (cette règle ne pouvant être perdue). Tant qu’au moins un personnage ennemi est en contact avec l’unité du porteur, ce dernier gagne +1 en valeur d’Attaque, +2 en Force et +2 en Pénétration d’armure.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Obsidian Rock
Magic Resistance (2).
Roche d’obsidienne
Résistance à la magie (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Roca Obsidiana
Resistencia a la Magia (2).
Pietra d’Ossidiana
Resistenza alla Magia (2).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Parchemin de dessiccation
Usage unique. Durée : Permanent. Pendant les Sélections pré-partie, choisissez un Décor de type « Champ », « Forêt » ou « Terrain aquatique », et qui qui n’a pas lui-même été placé pendant les Sélections pré-partie : il cesse d’être un Décor de ce type, et perd ses règles de Terrain. Il devient à la place un Décor de type « Terrain désertique », qui est un Terrain dangereux (6+) pour toutes les unités ennemies.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Parchemin de drain
Usage unique. Durée : Immédiat. Peut être activé lors de la Phase de magie ennemie, juste après avoir Évacué la magie excédentaire : votre adversaire perd immédiatement un Dé de magie.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Pergamino de Drenaje
Un solo uso. Duración: Instantáneo. Puede activarse en la Fase de Magia del oponente, inmediatamente después de Exceso de Magia: el oponente inmediatamente descarta 1~Dado de Magia.
Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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).
Parchemin de libre-pensée
Usage unique. Durée : Permanent. Peut être activé lors de votre Phase de magie, avant de tirer une Carte de flux : le porteur perd l’ensemble des Sorts appris qu’il connaît dans la Voie de magie conférée par sa règle Apprenti magicien, Adepte magicien ou Maître magicien, ou par un Échange universel (le Sort héréditaire, de même que les sorts conférés par d’autres sources, ne sont pas concernés). Le porteur gagne le même nombre de sorts d’une autre Voie de magie qui lui était accessible au moment de la composition de la liste d’armée. Ces sorts sont gagnés en commençant par le sort nº 1, et en progressant le long de la Voie, un sort à la fois. Ceci ne modifie pas le choix de la Voie de magie du porteur.Remarque : ce faisant, il est possible qu’un même Magicien connaisse deux fois le même sort, sans pour autant pouvoir lancer ce même sort plusieurs fois (par exemple, un Hiérarque du culte des morts avec Adepte magicien et Passeur d’âmes qui a sélectionné les sorts nº 1 et nº 3 de Divination et qui a échangé l’un de ces sorts contre Gardien éternel ! au cours des Derniers préparatifs utilise cet objet et choisit Évocation : il connait à présent deux fois le sort nº 1 de l’Évocation, ainsi que le sort nº 2 et Gardien éternel).
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).
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).
Pergamena di una Mente Libera
Un solo uso. Durata: Permanente. Può essere attivata in una Fase Magica amica, prima di pescare una Carta Flusso. Il portatore perde tutti i propri incantesimi appresi scelti dal sentiero selezionato in virtù delle regole Mago Apprendista, Mago Adepto, Mago Maestro, o la Sostituzione Universale (l’Incantesimo Ereditario, così come tutti gli incantesimi ottenuti da altre risorse, non sono influenzati da ciò). Il portatore ottiene ora il medesimo numero di incantesimi di un altro sentiero a lui disponibile durante il passaggio della Creazione delle Liste. Gli incantesimi si ottengono iniziando dal primo incantesimo del sentiero e proseguendo fino all’ultimo di esso. Ciò non modifica la Scelta del Sentiero del portatore. Nota: Ciò significa che un singolo Mago può ottenere lo stesso incantesimo due volte, anche se non può lanciare lo stesso incantesimo più volte. (Per esempio, uno Ierarca del Culto Mortuario con Mago Adepto e Canale dell’Anima che aveva scelto gli incantesimi \#1 e \#3 di Divinazione sostituendo il terzo con Guardiano Eterno durante la Preparazione della Battaglia sceglie Evocazione con la Pergamena di una Mente Libera: ora egli conosce Sussurri del Velo due volte, così come Danza Macabra, e Guardiano Eterno).
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.
Parchemin de pouvoir
Usage unique. Durée : Immédiat.Peut être utilisé immédiatement après avoir pris connaissance du résultat d’un Jet de lancement (Lancer les dés (« Lancer des sorts », étape 5.A)) : le porteur peut ajouter un Dé de magie supplémentaire gratuit à ce Jet de lancement. La limite de cinq Dés de magie par Jet de lancement reste cependant d’application.Remarque : l’utilisation de cet objet peut provoquer un Fiasco.
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.
Pergamino de Poder
Un solo uso. Duración: Instantáneo. Puede activarse inmediatamente después de ver el resultado de una Tirada de Lanzamiento (paso 3 de la secuencia de Lanzamiento de Hechizos – Tirar Dados): el portador puede añadir un Dado de Magia adicional a esta Tirada de Lanzamiento. Este es un dado extra independiente de la Reserva de Dados de Magia. El límite de cinco Dados de Magia se sigue aplicando. Nota: el uso de un Pergamino de Poder puede provocar una Disfunción.
Pergamena del Potere
Un solo uso. Durata: Istantaneo. Può essere usata immediatamente dopo un Tentativo di Lancio: il portatore può aggiungere un Dado Magia gratuito a questo Tentativo di Lancio. Si applica comunque il limite massimo dei 5 Dadi Magia. Nota: l’uso di una Pergamena del Potere può scatenare un Incidente di Lancio.
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.
Parchemin de sort#1{}{~(#1)}
Usage unique. Durée : Fin de la phase. Peut être activé à tout moment pendant votre Phase de magie : le porteur connaît le sort indiqué entre parenthèses (« X ») en plus de ses autres sorts (à moins qu’il ne le connaisse déjà).
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Pergamino de Hechizo#1{}{~(#1)}
Un solo uso. Duración: Una Fase. Puede activarse en cualquier momento durante tu Fase de Magia. El portador conoce el hechizo indicado entre paréntesis adicionalmente a sus otros hechizos, a menos que ya lo conociera.
Pergamena Magica#1{}{~(#1)}
Un solo uso. Durata: Una Fase. Può essere attivata in qualsiasi momento durante la tua Fase Magica. Il portatore conosce l’incantesimo indicato tra parentesi, in aggiunta ai suoi altri incantesimi, a meno che il portatore non conoscesse già l’incantesimo.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion de rapidité
Usage unique. Durée : Manche de combat.+3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion de préservation du pouvoir
Usage unique. Durée : Immédiat. Peut être utilisé immédiatement après qu’un Jet de lancement de sort ou de dissipation a échoué (en raison d’un résultat insuffisant donné par les dés) : ne défaussez pas les Dés de magie utilisés pour ce jet.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sablier sacré
Lors de chaque Phase de magie, la première fois que le porteur rate un jet de lancement pour un Sort appris qui prenait pour cible une unité alliée, il peut relancer l’ensemble des Dés de magie utilisés pour ce jet de lancement.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Talisman of Shielding
Aegis (5+).
Talisman de protection
Ægide (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismán de Escudo
Égida (5+).
Talismano di Protezione
Egida (5+).
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman du Vide
Canalisation (1). Cet objet ne peut être utilisé que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 2 (sans tenir compte de la Canalisation conférée par cet objet).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icône éthérée
L’unité du porteur gagne Résistance à la magie (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Bannière de célérité
Une unité qui contient une Bannière de célérité gagne +1″ en Vitesse de charge et en Mobilité.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Estandarte de Velocidad
Una unidad que contenga un Estandarte de Velocidad gana +1~Velocidad de Carga y +1~Movilidad.
Vessillo della Velocità
Un’unità contenente un Vessillo della Velocità ottiene +1~Velocità di Carica e +1~Mobilità.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Bannière des morts ensevelis
undergroundambushLe porteur compte dans la catégorie Ensevelis. Si le porteur est un personnage, il gagne . Si le porteur est une figurine ordinaire, son unité gagne  ; aucune figurine supplémentaire ne peut être ajoutée à l’unité lors de la création de la liste d’armée.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Bannière ardente
Usage unique. Durée : Fin du combat. Peut être activée lors du Choix de l’équipement et des capacités : l’unité du porteur gagne Attaque enflammée.
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Bannière de l’émissaire
Toutes les figurines de l’unité du porteur gagnent la règle Autonome. Usage unique. Durée : Un tour. Peut être activé au début de votre Phase de mouvement : la Mobilité de l’unité du porteur passe à~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Bannière du refuge
Contre les attaques dont la Pénétration d’armure est inférieure ou égale à 3, les chances de l’unité du porteur de réussir leurs jets de sauvegarde d’armure sont toujours d’au moins de 6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Bannière du rôdeur
L’unité du porteur gagne Guide.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Estandarte del Acechador
La unidad del portador gana Cruzar.
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblème de distorsion
Usage unique. Durée : Fin du tour. Peut être activé au début de n’importe quelle phase : l’unité du porteur gagne Cible difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Emblema de Distorsión
Un solo uso. Duración: Final del Turno. Puede activarse al principio de cualquier Fase. La unidad del portador gana Objetivo Difícil (2).
Emblema Distorcente
Un solo uso. Durata: Fine del Turno. Può essere attivata all’inizio di una qualsiasi Fase. L’unità del portatore ottiene Bersaglio Difficile (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sceau de l’Au-delà
L’unité du porteur gagne +1 en Mobilité et Mouvement spectral.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.

Units od the army

EN FR DE PL ES IT ZH RU
Pharaoh
Pharaon
Pharaoh
Pharaoh
Pharaoh
Pharaoh
Pharaoh
Pharaoh
Nomarch
Nomarque
Nomarch
Nomarch
Nomarch
Nomarch
Nomarch
Nomarch
Death Cult Hierarch
Hiérarque du culte des morts
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Skeletal Horse
Cheval squelette
Skeletal Horse
Skeletal Horse
Skeletal Horse
Skeletal Horse
Skeletal Horse
Skeletal Horse
Skeleton Chariot
Char squelette
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Amuut
Amuut
Amuut
Amuut
Amuut
Amuut
Amuut
Amuut
Ark of Ages
Arche des Âges
Ark of Ages
Ark of Ages
Ark of Ages
Ark of Ages
Ark of Ages
Ark of Ages
Sha Guardian
Gardien Sha
Sha Guardian
Sha Guardian
Sha Guardian
Sha Guardian
Sha Guardian
Sha Guardian
Skeleton Warriors
Guerriers squelettes
Skeleton Warriors
Skeleton Warriors
Skeleton Warriors
Skeleton Warriors
Skeleton Warriors
Skeleton Warriors
Skeleton Archers
Archers squelettes
Skeleton Archers
Skeleton Archers
Skeleton Archers
Skeleton Archers
Skeleton Archers
Skeleton Archers
Skeleton Cavalry
Cavalier squelette
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Skeleton Scouts
Éclaireurs squelettes
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Skeleton Chariots
Chars squelettes
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Necropolis Guard
Garde des nécropoles
Necropolis Guard
Necropolis Guard
Necropolis Guard
Necropolis Guard
Necropolis Guard
Necropolis Guard
Tomb Cataphracts
Cataphractes des tombes
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabti Archers
Archers shabtis
Shabti Archers
Shabti Archers
Shabti Archers
Shabti Archers
Shabti Archers
Shabti Archers
Great Vultures
Grands vautours
Great Vultures
Great Vultures
Great Vultures
Great Vultures
Great Vultures
Great Vultures
Scarab Swarms
Nuées de scarabées
Scarab Swarms
Scarab Swarms
Scarab Swarms
Scarab Swarms
Scarab Swarms
Scarab Swarms
Sand Stalkers
Traqueurs des dunes
Sand Stalkers
Sand Stalkers
Sand Stalkers
Sand Stalkers
Sand Stalkers
Sand Stalkers
Casket of Phatep
Sarcophage de Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Charnel Catapult
Catapulte
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Sand Scorpion
Scorpion des sables
Sand Scorpion
Sand Scorpion
Sand Scorpion
Sand Scorpion
Sand Scorpion
Sand Scorpion
Battle Sphinx
Sphinx de guerre
Battle Sphinx
Battle Sphinx
Battle Sphinx
Battle Sphinx
Battle Sphinx
Battle Sphinx
Dread Sphinx
Sphinx de l’effroi
Dread Sphinx
Dread Sphinx
Dread Sphinx
Dread Sphinx
Dread Sphinx
Dread Sphinx
Tomb Reapers
Faucheurs des tombes
Tomb Reapers
Tomb Reapers
Tomb Reapers
Tomb Reapers
Tomb Reapers
Tomb Reapers
Colossus
Colosse
Colossus
Colossus
Colossus
Colossus
Colossus
Colossus