Correspondence of translations with another language
| ZH | EN |
|---|---|
|
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
|
Ancient Grudge#1~(#1)
During Pre-game~Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers (note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances of on units in your Army List.
All model parts with Dwarf in your army gain First Strike (Hatred (towards units containing a Grudge Marker)).
|
Ancient Grudge#1~(#1)
During Pre-game~Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers (note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances of on units in your Army List.
All model parts with Dwarf in your army gain First Strike (Hatred (towards units containing a Grudge Marker)).
|
|
Great Weapon
|
Great Weapon
|
|
Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
|
Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
|
|
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.
|
|
Shrapnel Bombs
The model gains Sweeping Attack) (#1D6 (2), Str~3, AP~1).
|
Shrapnel Bombs
The model gains Sweeping Attack) (#1D6 (2), Str~3, AP~1).
|
|
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.
|
|
Brothers of Vengeance
The model gains Hard Target (1), Light Troops, Skirmisher, Van\-guard~Mob).
|
Brothers of Vengeance
The model gains Hard Target (1), Light Troops, Skirmisher, Van\-guard~Mob).
|
|
Monster Seeker
The~model~gains Multiple Wounds (2, towards Height~3--5). In addition, when a unit containing this rule Charges a unit containing a model with Height~3-5, its Charge Range roll gains Maximised.
|
Monster Seeker
The~model~gains Multiple Wounds (2, towards Height~3--5). In addition, when a unit containing this rule Charges a unit containing a model with Height~3-5, its Charge Range roll gains Maximised.
|
|
Whirling Chains of Doom
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
|
Whirling Chains of Doom
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
|
|
Forge Gun
|
Forge Gun
|
|
Wyrm-Slayer Rocket
|
Wyrm-Slayer Rocket
|
|
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
|
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
|
|
Grim Resolve
The model gains +1~Att for each enemy model in contact with it. In addition, when a unit containing this rule Charges a unit containing a model with Height~0-2, its Charge Range roll gains Maximised.
|
Grim Resolve
The model gains +1~Att for each enemy model in contact with it. In addition, when a unit containing this rule Charges a unit containing a model with Height~0-2, its Charge Range roll gains Maximised.
|
|
Flaming Shot
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
|
Flaming Shot
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
|
|
Runic Anvil
The model must select three different . Note which spells are selected on the Army List. The Range of these spells is set to~36. The model cannot cast Bound Spells in the same Player Turn that it performed a Move Manoeuvre.
|
Runic Anvil
The model must select three different . Note which spells are selected on the Army List. The Range of these spells is set to~36. The model cannot cast Bound Spells in the same Player Turn that it performed a Move Manoeuvre.
|
|
Rune Crafted#1~(#1)
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
|
Rune Crafted#1~(#1)
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
|
|
Runic Engravings
During Pre-game~Selections, each unit must select one of the following effects, with Duration: Permanent.
itemize
+1~Str, +1~AP.
+3~Agi, Van\-guard~Mob).
itemize
|
Runic Engravings
During Pre-game~Selections, each unit must select one of the following effects, with Duration: Permanent.
itemize
+1~Str, +1~AP.
+3~Agi, Van\-guard~Mob).
itemize
|
|
Shrapnel Grenades
One use only. Duration: One Phase. Can be activated in the Movement Phase: the model gains Sweeping Attack) (D3, Str~3, AP~1).
|
Shrapnel Grenades
One use only. Duration: One Phase. Can be activated in the Movement Phase: the model gains Sweeping Attack) (D3, Str~3, AP~1).
|
|
Kingsoath
The model part gains +1~Att. The extra Melee Attack resulting from Kingsoath can only be allocated towards targets in a unit containing a Grudge Marker.
|
Kingsoath
The model part gains +1~Att. The extra Melee Attack resulting from Kingsoath can only be allocated towards targets in a unit containing a Grudge Marker.
|
|
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.
|
|
Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
|
Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
|
|
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.
|
| ZH | EN |
|---|---|
|
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
|
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
|
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
|
Touch of Greatness
+1~Str, +1~AP.
|
Touch of Greatness
+1~Str, +1~AP.
|
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
|
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
|
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
|
|
Talisman of Shielding
Aegis (5+).
|
Talisman of Shielding
Aegis (5+).
|
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
|
| ZH | EN |
|---|---|
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
|
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
|
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
|
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|