Correspondence of translations with another language
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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.
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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.
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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.
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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.
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Van\-guardia#1~(#1~)
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones:
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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.
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Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3).
Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
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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.
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If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Objetivo Difícil#1~(#1)
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
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Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
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Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
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Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
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Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
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Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
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Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
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Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
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Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
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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.
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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.
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Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat.
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Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks.
Dance of Biting Wind: +1~AP and Lethal Strike
Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+)
Dance of Whirling Blades: +1~Att
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The unit cannot choose a specific Dance again until after one or both of the following has happened:
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The unit is not Engaged in Combat.
The unit has chosen a different Dance.
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Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat.
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Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks.
Dance of Biting Wind: +1~AP and Lethal Strike
Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+)
Dance of Whirling Blades: +1~Att
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The unit cannot choose a specific Dance again until after one or both of the following has happened:
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The unit is not Engaged in Combat.
The unit has chosen a different Dance.
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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.
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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.
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Precisión Élfica
Priorizando estilos gráciles y beneficiándose de el entrenamiento y la experiencia de sus largas vidas, los soldados elfos suelen demostrar estilos de combate particularmente refinados. Sus fluidos movimientos y golpes precisos les garantizan una maestría que puede parecer casi sobrenatural a sus enemigos.
Una parte de miniatura con este Atributo de Ataque atacando con una Arma a Dos Manos golpea a 1~Agilidad en vez de siempre a Agilidad~0.
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Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies.
A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
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Poisoned Thorn
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Poisoned Thorn
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Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga.
La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole.
La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
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Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
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Foreststhorns
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Foreststhorns
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Heath Lancers
The model gains a Shield and the model part gains a Lance.
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Heath Lancers
The model gains a Shield and the model part gains a Lance.
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Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
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Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
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Sylvan Blades
Paired Weapons, +1~AP.
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Sylvan Blades
Paired Weapons, +1~AP.
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Lanza
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Spear
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Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.).
Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad
Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha
Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Resistencia a la Magia#1~(#1)
Algunos disfrutan de una resistencia innata a los efectos antinaturales de la magia, otros están entrenados para superar asaltos arcanos y otros usan amuletos, talismanes o otro equipamiento encantado para protegerse de la magia en todas sus formas. Un mineral volcánico también conocido como cristal negro, puede actuar como un inhibidor natural de la magia.
Siempre que un hechizo enemigo toma como objetivo a una o más unidades amigas conteniendo Resistencia a la Magia:
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Identifica la Resistencia Mágica más alta de entre todas las unidades amigas tomadas como objetivo
Reduce la Tirada de Lanzamiento en ese valor
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Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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MeetingOfMindsSe
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MeetingOfMindsSe
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Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X].
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Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with .
Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature.
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Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X].
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Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with .
Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature.
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Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Matagigantes
Ataque Demoledor. Este Ataque Demoledor gana +1 a impactar contra miniaturas de Altura~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Llamada del Destino
Égida (4+), y la Equipamiento de Armadura de la miniatura es fijada a~3.
Notar que esto significa que no puede ser mejorada más allá de~3. Sigue siendo afectada por la Penetración de Armadura.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
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Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
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Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
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Atadura Vorpal
Las Salvaciones de Armadura y Salvaciones Especiales exitosas contra ataques hechos con Atadura Vorpal deben repetirse.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Bastón de Batalla
El portador puede lanzar un Hechizo Vinculado único: Bastón de Batalla: Valor de Lanzamiento~(4+) Tipo: 18, Potenciación. Duración: Un Turno. Efecto: Los Ataques Estándar de Melé del objetivo ganan~+1 a impactar y Ataques Mágicos.
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Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
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Protección de la Unidad
Adjuntable, que no puede ser perdido, y Resistencia (Ataques de Melé).
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Toque de Grandeza
+1~Fue, +1~PA.
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Touch of Greatness
+1~Str, +1~AP.
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Infusión de Basalto
+1~Equipamiento de Armadura, Égida (3+, contra Ataques Flamígeros), y el portador falla automáticamente todas las Salvaciones de Regeneración.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Pergamino de Dispersión
Un solo uso. Duración: Una Fase Puede activarse durante el Drenar el Velo del oponente (Fase de Magia, paso 2). Cuando se activa, selecciona un Lanzador y selecciona uno de sus hechizos (Vinculado o Aprendido): el Lanzador elegido no puede lanzar voluntariamente la instancia seleccionada de dicho hechizo en esta Fase de Magia. P.e. si un lanzador tiene el mismo hechizo más de una vez, solo una sola instancia no puede ser lanzada y esto no tiene efecto para Disfunción Mágica
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Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
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Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
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Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
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Fermento de Dragón
Un solo uso. Duración: Final del Turno Aliento (Fue~4, PA~1, Ataques Flamígeros, Aguantar y Disparar).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Capa de Mímico
Quedarse Atrás. La miniatura del portador pierde Tozudo, Guardaespaldas, no puede ganarlo de ninguna forma, y nunca se considera que cumple el requisito para Guardaespaldas.
Adicionalmente, la miniatura no puede realizar ningún Ataque de Apoyo.
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Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
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Reliquia Mágica
El portador conoce el Hechizo Hereditario de su Libro de Ejército adicionalmente a sus otros hechizos (no puede seleccionarlo durante la Selección de Hechizos, y no puede reemplazarlo o de otra forma perderlo).
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
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Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
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Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
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Corona del Rey Mago
Durante las Elecciones Pre-partida, tira aleatoriamente una Senda de Magia (de todas la Sendas en este libro). El portador es un Mago Aprendiz usando la Senda aleatoria, y no puede Cambiar ningún hechizo. El portador no puede escoger ningún Objetos Mágicos ni otras mejoras restringidas a Magos (o cualquier tipo de Magos).
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Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Destreza Sobrenatural
+3~Def y +3~Ofe.
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Supernatural Dexterity
+3~Def and +3~Off.
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Inscripciones Sobrenaturales
Primer Golpe (Odio, Fervor).
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Eldritch Inscriptions
First Strike (Hatred, Zeal).
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Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
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Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
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Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
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Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
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Oaken Might
+3~Str.
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Oaken Might
+3~Str.
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Guarda Fantasmal
+2~Arm contra Ataques no Mágicos.
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Ghostly Guard
+2~Arm against non-Magical Attacks.
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Protección Salvaje
+3~Arm. El valor de Armadura del portador nunca puede ser mejorado por encima de~5.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Glyph of Amryl
The bearer gains +3~Def.
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Glyph of Amryl
The bearer gains +3~Def.
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Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
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Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
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Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
itemize[noitemsep,wide=0pt, leftmargin= + 2]
Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
itemize
cannot benefit from .
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Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
itemize[noitemsep,wide=0pt, leftmargin= + 2]
Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
itemize
cannot benefit from .
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Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
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Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
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Matareyes
Adjuntable, que no puede ser perdido. Mientras haya un Personaje enemigo en contacto con la unidad del portador, el portador gana +1~Ata, +2~Fue, y +2~PA.
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King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
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Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model:
enumerate[noitemsep,wide=0pt, leftmargin= + 2]
Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
enumerate
If the unit cannot be placed, it is removed as a casualty where it was removed.
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Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model:
enumerate[noitemsep,wide=0pt, leftmargin= + 2]
Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
enumerate
If the unit cannot be placed, it is removed as a casualty where it was removed.
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Roca Obsidiana
Resistencia a la Magia (2).
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Obsidian Rock
Magic Resistance (2).
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Pergamino de 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.
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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.
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Pergamino de una Mente Libre
Un solo uso. Duración: Permanente. Puede activarse en una Fase de Magia amiga antes de sacar una Carta de Flujo: el portador pierde todos sus Hechizos Aprendidos de su Senda de Magia elegida garantizados por Hechicero Aprendiz, Hechicero Adepto, Maestro Hechicero, o Cambio Universal (el Hechizo Hereditario, así como los hechizos proporcionados por otras fuentes no se ven afectados). El portador gana el mismo número de hechizos de otra única Senda disponible durante la creación de lista. Los hechizos ganados empiezan desde el primer hechizo de la Senda, progresando hsata el último hechizo de la Senda. Esto no cambia la Senda de Magia elegida por el portador. Nota: al hacer esto, es posible que un Mago gane el mismo hechizo dos veces – sin embargo, no podría lanzar ese hechizo vaarias veces (por ejemplo, un Hierarca del Culto de Muerte con Hechicero Adepto y Conducto de Almas que eligió los hechizos \#1 y \#3 de Adivinación y cambió a Guardián Eterno durante las Preparaciones de Batalla y selecciona Evocación con el Pergamino de la Mente Liber: ahora conoce dos veces el Susurros del Velo, así como Danza Macabra, y Guardián Eterno).
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Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
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Pergamino de Hechizo#1{}{~(#1)}
Un solo uso. Duración: Una Fase. Puede activarse en cualquier momento durante tu Fase de Magia. El portador conoce el hechizo indicado entre paréntesis adicionalmente a sus otros hechizos, a menos que ya lo conociera.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Poción de Agilidad
Un solo uso. Duración: Ronda de Combate. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Poción de Curación
Un solo uso. Duración: Instantáneo. La miniatura del portador Recupera 1~PV.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Poción de Preservación de Poder
Un solo uso. Duración: Instantáneo. Puede ser utilizado inmediatamente cuando una Tirada de Lanzamiento de Hechizo o de Dispersión falla, por no haber sacado suficiente tirada: no descartes los Dados de Magia usados en este intento fallido.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
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Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
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Talismán de Escudo
Égida (5+).
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Talisman of Shielding
Aegis (5+).
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Talismán del Vacío
Canalizar (1). Este objeto solo puede ser usado si el total de Canalizar combinado de todo el ejército de la miniatura es~2 o menos (excluyendo Canalizar de este Objeto Mágico).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Icono de Éter
La unidad del portador gana Resistencia a la Magia (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Estandarte Desgarrador
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. Las miniaturas de Tropa en la unidad del portador ganan +1~PA.
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Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
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Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
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Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
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Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
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Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
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Estandarte Flamígero
Un solo uso. Duración: Final del Combate. Puede activarse durante Elecciones de Combate. La unidad del portador gana Ataques Flamígeros
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Estandarte del Refugio
Los ataques con Penetración de Armadura~3 o menos nunca pueden reducir la tirada de Salvación por Armadura de la unidad del portador a peor de~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Estandarte del Acechador
La unidad del portador gana Cruzar.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
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Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
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