Undying Dynasties

Undying Dynasties

Correspondence of translations with another language

Reglas y Equipos utilizados por el ejército

ES EN
AmbushopenTerrain
AmbushopenTerrain
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).
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.
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.
Deathless Noble
The model gains , Disciplined.
Aspis Arrows
Aspis Arrows
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
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.
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.
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\-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.
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.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Objetivo Difícil#1~(#1)
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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.
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
Charnel Catapult
Chariot of Nephet-Râ
Chariot of Nephet-Râ
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.
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 .
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 .
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
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
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
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.
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.
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 .
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 .
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.
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.
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.
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).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
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.
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).
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).
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.
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 .
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
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
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 .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
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.
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 .
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 .

Objetos mágicos utilizables por el ejército

ES EN
Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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.
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.
Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
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).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Toque de Grandeza
+1~Fue, +1~PA.
Touch of Greatness
+1~Str, +1~AP.
Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
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+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
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
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
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
Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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.
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)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
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).
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).
Corazón del Héroe
+1~\AttackValueInitials, y siempre al menos \StrengthInitials~5 y AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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).
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.
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.
Death Mask of Teput
Aegis (5+), Horror.
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).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
Ghostly Guard
+2~Arm against non-Magical Attacks.
Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~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.
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).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
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.
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.
Roca Obsidiana
Resistencia a la Magia (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.
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.
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.
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 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).
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 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.
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 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.
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.
Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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.
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.
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.
Talismán de Escudo
Égida (5+).
Talisman of Shielding
Aegis (5+).
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).
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).

Estandartes mágicos utilizables por el ejército

ES EN
Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Estandarte de Velocidad
Una unidad que contenga un Estandarte de Velocidad gana +1~Velocidad de Carga y +1~Movilidad.
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.
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.
Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
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.
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.
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+.
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 Acechador
La unidad del portador gana Cruzar.
Stalker’s Standard
The bearer’s unit gains Stri\-der.
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).
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.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.

Unidades del ejército

ES EN
Pharaoh
Pharaoh
Nomarch
Nomarch
Death Cult Hierarch
Death Cult Hierarch
Skeletal Horse
Skeletal Horse
Skeleton Chariot
Skeleton Chariot
Amuut
Amuut
Ark of Ages
Ark of Ages
Sha Guardian
Sha Guardian
Skeleton Warriors
Skeleton Warriors
Skeleton Archers
Skeleton Archers
Skeleton Cavalry
Skeleton Cavalry
Skeleton Scouts
Skeleton Scouts
Skeleton Chariots
Skeleton Chariots
Necropolis Guard
Necropolis Guard
Tomb Cataphracts
Tomb Cataphracts
Shabtis
Shabtis
Shabti Archers
Shabti Archers
Great Vultures
Great Vultures
Scarab Swarms
Scarab Swarms
Sand Stalkers
Sand Stalkers
Casket of Phatep
Casket of Phatep
Charnel Catapult
Charnel Catapult
Sand Scorpion
Sand Scorpion
Battle Sphinx
Battle Sphinx
Dread Sphinx
Dread Sphinx
Tomb Reapers
Tomb Reapers
Colossus
Colossus