Correspondence of translations with another language
DE | EN |
---|---|
Halberd
|
Halberd
|
Bogen
|
Bow
|
Longbow
|
Longbow
|
Schwere Rüstung
|
Heavy Armour
|
Waffenpaar
|
Paired Weapons
|
Light Armour
|
Light Armour
|
Hand weapon
|
Hand weapon
|
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
|
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
|
Plate Armor
|
Plate Armor
|
Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
|
Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
|
Crossbow
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
|
Crossbow
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
|
Barding
|
Barding
|
Blessings
|
Blessings
|
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
|
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
|
Schild
|
Shield
|
Breath Weapon (Strength 2, Armour Piercing (3))
|
Breath Weapon (Strength 2, Armour Piercing (3))
|
Breath Weapon (Strength 4, Flaming Attacks)
|
Breath Weapon (Strength 4, Flaming Attacks)
|
Witch Hunter
In the first Round of Combat after a model with this rule has successfully charged into combat, models with this rule (Riders only) may replace their normal attacks with the following attacks: 1 attack per model if equipped with a Pistol, or 2 attacks per model if equipped with a Brace of Pistols or a Repeater Pistol. These attacks are resolved at Initiative 10, Strength 4 and Armour Piercing (1).
|
Witch Hunter
In the first Round of Combat after a model with this rule has successfully charged into combat, models with this rule (Riders only) may replace their normal attacks with the following attacks: 1 attack per model if equipped with a Pistol, or 2 attacks per model if equipped with a Brace of Pistols or a Repeater Pistol. These attacks are resolved at Initiative 10, Strength 4 and Armour Piercing (1).
|
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
|
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
|
Steam Powered Cannon
Cannon Artillery Weapon with Range: (see Steam Engine), Strength 2[7], [Armour Piercing (2)], [Multiple Wounds (D3)]
|
Steam Powered Cannon
Cannon Artillery Weapon with Range: (see Steam Engine), Strength 2[7], [Armour Piercing (2)], [Multiple Wounds (D3)]
|
Fast Cavalry
|
Fast Cavalry
|
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
|
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
|
Steam Engine
The Steam Tank’s remaining Wounds dictates the value of its Random Movement and number of Grinding Attacks, as well as the Range ofthe Steam Powered Cannon. ASteam Tank may choose notto move and can never Pursue or Overrun.
|
Steam Engine
The Steam Tank’s remaining Wounds dictates the value of its Random Movement and number of Grinding Attacks, as well as the Range ofthe Steam Powered Cannon. ASteam Tank may choose notto move and can never Pursue or Overrun.
|
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
|
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
|
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
|
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
|
Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled.
If this is used, you must either reroll all dice or none.
This rule cannot be used by a model that is Engaged in Combat.
|
Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled.
If this is used, you must either reroll all dice or none.
This rule cannot be used by a model that is Engaged in Combat.
|
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
|
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
|
Fanatical
Models with this rule gain Frenzy and can never lose it. Casualties suffered in Close Combat are removed at Initiative 0.
|
Fanatical
Models with this rule gain Frenzy and can never lose it. Casualties suffered in Close Combat are removed at Initiative 0.
|
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
|
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
|
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
|
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
|
Fear
|
Fear
|
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
|
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
|
Fire on Impact!
|
Fire on Impact!
|
Flegel
|
Flail
|
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
|
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
|
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
|
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
|
Grinding Attacks (see Steam Engine)
|
Grinding Attacks (see Steam Engine)
|
Holy Relic
The Altar of Battle grants Hatred to all friendly units within 6", excluding mounts. All Blessings Bound Spells cast by the rider have the type Aura and Range 6" (replaces type Caster’s Unit).
A Prelate that rides an Altar of Battle can cast Unerring Strike from Divination as a Bound Spell (Power Level 4).
|
Holy Relic
The Altar of Battle grants Hatred to all friendly units within 6", excluding mounts. All Blessings Bound Spells cast by the rider have the type Aura and Range 6" (replaces type Caster’s Unit).
A Prelate that rides an Altar of Battle can cast Unerring Strike from Divination as a Bound Spell (Power Level 4).
|
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
|
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
|
Innate Defense (3+)
|
Innate Defense (3+)
|
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable
Characters.
|
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable
Characters.
|
L'Union fait la Force
|
L'Union fait la Force
|
Lanze
|
Lance
|
Spear
|
Spear
|
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
|
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
|
Master Artificer
|
Master Artificer
|
Schutz des Reittieres (6+)
|
Mount’s Protection (6+)
|
Random Movement (X)
Units with this special rule cannot Declare Charges and cannot move in the Remaining Moves subphase (which also means they cannot perform Magical Moves). Instead, they move in the Compulsory Moves subphase. Models with this special rule lose Swiftstride (and can never gain it), but always Charge, Flee, Pursue and Overrun the distance stated in brackets.
During the Compulsory Moves subphase, units with this special rule move using the rules for pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit distance, cannot move off the
Board Edge and only take Dangerous Terrain tests if they actually charge an enemy unit (they still test as normal when fleeing, pursuing a broken enemy or Overrunning).
Characters with Random Movement can only join units with the same special rule (by moving into contact with them during the Compulsory Moves subphase), and units with this rule can only be joined by Random Movement Characters. If a unit has several sets of Random Movement, use the lowest one.
|
Random Movement (X)
Units with this special rule cannot Declare Charges and cannot move in the Remaining Moves subphase (which also means they cannot perform Magical Moves). Instead, they move in the Compulsory Moves subphase. Models with this special rule lose Swiftstride (and can never gain it), but always Charge, Flee, Pursue and Overrun the distance stated in brackets.
During the Compulsory Moves subphase, units with this special rule move using the rules for pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit distance, cannot move off the
Board Edge and only take Dangerous Terrain tests if they actually charge an enemy unit (they still test as normal when fleeing, pursuing a broken enemy or Overrunning).
Characters with Random Movement can only join units with the same special rule (by moving into contact with them during the Compulsory Moves subphase), and units with this rule can only be joined by Random Movement Characters. If a unit has several sets of Random Movement, use the lowest one.
|
Multiple Shots (2)
Shooting Weapons or model parts with this special rule may choose to fire multiple times instead of a single time, in each Shooting Phase. How many times they can shoot is stated in brackets. However, using this special rule imposes a -1 to hit modifier on all shots fired. All R&F models in a single unit must use the Multiple Shots rule if at least one of them uses this rule (if possible).
|
Multiple Shots (2)
Shooting Weapons or model parts with this special rule may choose to fire multiple times instead of a single time, in each Shooting Phase. How many times they can shoot is stated in brackets. However, using this special rule imposes a -1 to hit modifier on all shots fired. All R&F models in a single unit must use the Multiple Shots rule if at least one of them uses this rule (if possible).
|
Not a Leader
Models with this rule can never be the General.
|
Not a Leader
Models with this rule can never be the General.
|
Orders
A character with this special may give a single Order to a Parent or SupportUnit within 6".AGeneral with this special rule may instead give a singleOrder to a friendly Parent or SupportUnit within 12".Orders are given atthe start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last untilthe end ofthe next Player Turn. A unit cannot receive the same order more than once during the same turn. Only Infantry models are affected. The available Orders are listed below:
On The Double! - The target unit gains +2 Movement. If it declares a Charge this turn, it gains +1 Movement instead.
Steady, Men! - The target unit may roll an additional D6 when taking Leadership Tests and discard the highest roll. A unit that receives this Order and passes a Rally test may move and shoot in the same turn, but will always count as having moved, cannot March, and cannot declare Charges.
Ready! Aim! Fire! - The target unit gains +6" range with mundane Shooting Weapons.
Brace For Impact! - The target unit gains Fight In Extra Rank.
|
Orders
A character with this special may give a single Order to a Parent or SupportUnit within 6".AGeneral with this special rule may instead give a singleOrder to a friendly Parent or SupportUnit within 12".Orders are given atthe start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last untilthe end ofthe next Player Turn. A unit cannot receive the same order more than once during the same turn. Only Infantry models are affected. The available Orders are listed below:
On The Double! - The target unit gains +2 Movement. If it declares a Charge this turn, it gains +1 Movement instead.
Steady, Men! - The target unit may roll an additional D6 when taking Leadership Tests and discard the highest roll. A unit that receives this Order and passes a Rally test may move and shoot in the same turn, but will always count as having moved, cannot March, and cannot declare Charges.
Ready! Aim! Fire! - The target unit gains +6" range with mundane Shooting Weapons.
Brace For Impact! - The target unit gains Fight In Extra Rank.
|
Parent Unit
|
Parent Unit
|
Pistol
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
|
Pistol
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
|
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
|
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
|
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
|
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
|
Sauve qui Peut !
|
Sauve qui Peut !
|
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
|
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
|
Support Unit
Support Units within 6" of a Parent Unit may perform one of the following actions each phase:
1. When a Charge is declared against a Parent unit within 6", the Support Unit may Stand and Shoot as if it were the target of the Charge. Apply all usual restrictions for a Stand and Shoot reaction.
2. When a Parent Unit within 6" is successfully charged, or rolls a successful Charge Range roll (against a non-fleeing enemy), the Support Unit may declare a Charge upon the enemy unit which successfully charged the Parent Unit or that is about to be Charged by the Parent Unit. Apply all usual rules under Move Chargers for this out of sequence Charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc...), with the exception that the enemy cannot chose a Charge Reaction other than Hold. If done in a friendly Player Turn, treat this as a normal Multiple Charge. If this is done in the opponent's Player Turn, this Charge Move is performed after all other units have completed their Charge Moves. When calculating Combat Score in a combat where this Support Action was used in the same Player Turn (and both Charges were successful), combine the Rank Bonus of both the Parent Unit and the Support Unit (following all normal restrictions), up to maximum of +6.
3. If the Supporting Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for Steadfast purposes.
|
Support Unit
Support Units within 6" of a Parent Unit may perform one of the following actions each phase:
1. When a Charge is declared against a Parent unit within 6", the Support Unit may Stand and Shoot as if it were the target of the Charge. Apply all usual restrictions for a Stand and Shoot reaction.
2. When a Parent Unit within 6" is successfully charged, or rolls a successful Charge Range roll (against a non-fleeing enemy), the Support Unit may declare a Charge upon the enemy unit which successfully charged the Parent Unit or that is about to be Charged by the Parent Unit. Apply all usual rules under Move Chargers for this out of sequence Charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc...), with the exception that the enemy cannot chose a Charge Reaction other than Hold. If done in a friendly Player Turn, treat this as a normal Multiple Charge. If this is done in the opponent's Player Turn, this Charge Move is performed after all other units have completed their Charge Moves. When calculating Combat Score in a combat where this Support Action was used in the same Player Turn (and both Charges were successful), combine the Rank Bonus of both the Parent Unit and the Support Unit (following all normal restrictions), up to maximum of +6.
3. If the Supporting Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for Steadfast purposes.
|
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
|
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
|
Valeur des âges
|
Valeur des âges
|
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
|
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
|
Wizard Apprentice with 1 learned spell
|
Wizard Apprentice with 1 learned spell
|
Zealots
Prelate Characters may join this unit. Joined Characters gain Unbreakable while remaining in the unit.
|
Zealots
Prelate Characters may join this unit. Joined Characters gain Unbreakable while remaining in the unit.
|
DE | EN |
---|---|
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
|
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
|
Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
|
Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
|
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
|
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
|
Armour of Volund
Type: Plate Armour. Attacks againstthe wearer with Lethal Strike lose this special rule.
|
Armour of Volund
Type: Plate Armour. Attacks againstthe wearer with Lethal Strike lose this special rule.
|
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
|
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
|
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
|
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
|
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
|
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
|
Blessed Armour of Frederick the Great
Type: Plate Armour. The wearer has a 1+ Armour Save.
|
Blessed Armour of Frederick the Great
Type: Plate Armour. The wearer has a 1+ Armour Save.
|
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
|
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
|
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
|
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
|
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
|
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
|
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
|
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
|
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
|
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
|
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
|
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
|
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
|
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
|
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
|
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
|
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
|
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
|
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
|
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
|
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
|
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
|
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
|
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
|
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
|
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
|
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
|
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
|
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
|
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
|
Divine Icon
The bearer's model gains Divine Attacks.
|
Divine Icon
The bearer's model gains Divine Attacks.
|
Dragonfire Gem
The bearer gains Fireborn.
|
Dragonfire Gem
The bearer gains Fireborn.
|
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
|
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
|
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
|
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
|
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
|
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
|
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
|
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
|
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
|
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
|
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
|
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
|
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
|
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
|
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
|
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
|
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
|
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
|
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
|
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
|
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
|
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
|
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
|
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
|
Obsidian Rock
The bearer gains Magic Resistance (2).
|
Obsidian Rock
The bearer gains Magic Resistance (2).
|
Obsidian Nullstone
The bearer gains Magic Resistance (3).
|
Obsidian Nullstone
The bearer gains Magic Resistance (3).
|
Hammer of Witches
Type: Hand Weapon. Attacks made with this weapon gain Lightning Reflexes and +1 Strength.
|
Hammer of Witches
Type: Hand Weapon. Attacks made with this weapon gain Lightning Reflexes and +1 Strength.
|
Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
|
Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
|
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
|
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
|
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
|
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
|
Locket of Sunna
The bearer automatically swaps its Characteristic values of Strength, Toughness, Initiative and Attacks with those of its opponent when fighting in a Challenge. This is done before applying other modifiers. The exchanged values are never swapped with the mount of the enemy model.
|
Locket of Sunna
The bearer automatically swaps its Characteristic values of Strength, Toughness, Initiative and Attacks with those of its opponent when fighting in a Challenge. This is done before applying other modifiers. The exchanged values are never swapped with the mount of the enemy model.
|
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
|
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
|
Sprout of Rebirth
The bearer gains a Regeneration (4+).
|
Sprout of Rebirth
The bearer gains a Regeneration (4+).
|
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
|
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
|
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
|
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
|
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
|
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
|
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
|
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
|
Star Mace
Type: Great Weapon. The wielder gains Crush Attack when wielding this weapon.
|
Star Mace
Type: Great Weapon. The wielder gains Crush Attack when wielding this weapon.
|
Talisman of Shielding
The bearer gains a Ward Save (6+).
|
Talisman of Shielding
The bearer gains a Ward Save (6+).
|
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
|
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
|
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
|
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
|
The Black Helm
Type: None (6+ Armour Save). The wearer gains Fear.
|
The Black Helm
Type: None (6+ Armour Save). The wearer gains Fear.
|
The Sonnstahl
Type: Hand Weapon. Attacks made with this weapon wound automatically and have Armour Piercing (6).
|
The Sonnstahl
Type: Hand Weapon. Attacks made with this weapon wound automatically and have Armour Piercing (6).
|
The Winter Cloak
The wearer gains Distracting, a Ward Save (5+) and Fireborn.
|
The Winter Cloak
The wearer gains Distracting, a Ward Save (5+) and Fireborn.
|
DE | EN |
---|---|
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
|
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
|
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
|
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
|
Banner of Speed
The bearer's unit gains +1 Movement.
|
Banner of Speed
The bearer's unit gains +1 Movement.
|
Banner of the Stallion
The bearer's unit and all friendly units with Swiftstride within 12" of the bearer may reroll results of ‘1’ for Charge Range, Pursuit and Overrun rolls.
|
Banner of the Stallion
The bearer's unit and all friendly units with Swiftstride within 12" of the bearer may reroll results of ‘1’ for Charge Range, Pursuit and Overrun rolls.
|
Banner of Unity
The bearer's unit is never disrupted when flanked by enemy units (but can still be disrupted by enemy units to its rear).
|
Banner of Unity
The bearer's unit is never disrupted when flanked by enemy units (but can still be disrupted by enemy units to its rear).
|
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
|
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
|
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
|
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
|
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
|
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
|
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
|
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
|
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
|
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
|
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
|
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
|