Dwarven Holds

Dwarven Holds

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
??Tir enflammé
??Les Attaques de tir de la figurine gagnent Attaque enflammée, Attaque magique.
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
Disparos Flamígeros
Los Ataques de Disparo de la miniatura se vuelven Ataques Flamígeros, Ataques Mágicos.
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attaché
Cette figurine doit être déployée à l’intérieur d’une unité contenant une figurine ordinaire, et ne peut la quitter volontairement.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Adjuntable
Esta miniatura debe ser Desplegada dentro de una unidad con al menos una miniatura deTropa, y no puede abandonar voluntariamente su unidad.
Aggregato
This model must be Deployed inside a unit containing a Ranghi-e-File model, and cannot voluntarily leave its unit.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Ancient Grudge
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)).
Rancune ancestrale
Pendant les Sélections pré-partie, une armée des Forteresses naines marque les unités de la liste d’armée adverse avec des marqueurs « Rancune » (remarque : les personnages peuvent être marqués eux aussi). Le nombre de marqueurs « Rancune » est égal au nombre d’instances de la règle portées par les unités figurant sur votre liste d’armée. Tous les éléments de figurine avec la propriété Nain dans votre armée gagnent Déchaînement (Haine (contre toute unité contenant un marqueur « Rancune »)).
Ancient Grudge
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
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)).
Agravio Ancestral
Durante Elecciones Pre-Partida, un ejército de Bastiones Enanos marca unidades en la Lista de Ejército enemiga con Marcadores de Agravio (notar que los Personajes también pueden ser marcados). El número de Marcadores de Agravio colocados es igual al número de instancias de en las unidades de tu Lista de Ejército. Todas las partes de miniatura con Enano en tu ejército ganan Primer Golpe (Odio (contra unidades que contengan un Marcador de Agravio)).
Ancient Grudge
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
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
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
Arme lourde
Great Weapon
Great Weapon
Arma a Dos Manos
Grande Arma
Great Weapon
Great Weapon
Metal Armour
Armure métallique
Metal Armour
Metal Armour
Armadura de Metal
Armatura di Metallo
Metal Armour
Metal Armour
Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
Retranchement
toutes les unités d’ alliées à 6 d’une figurine avec cette règle bénéficient des effets de Cible difficile (1).
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).
Atrincherar
Todas las unidades amigas dentro de 6 de una miniatura con Atrincherar se benefician de Objetivo Difícil (1).
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).
Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Avant-garde
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes : itemize Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité. Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité. L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie. Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement. itemize Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3). Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Van\-guard
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
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Attachable Models cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Van\-guardia
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones: itemize Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad. Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad. La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga. Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia. itemize Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3). Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Avanguardia
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions: itemize If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility. No model can move further than~12 during the Vanguard Move, regardless of its Mobility. The unit cannot end the Vanguard Move within~6 of an enemy unit. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Van\-guard
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
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.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Cible difficile
Toute Attaque de tir allouée à une Réserve de Points de vie avec cette règle subit une pénalité de –X pour toucher.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Objetivo Difícil
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
Bersaglio Difficile
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
Réserve de bombes
la figurine gagne Attaque au passage) (2D6, Fo~3, PA~1).
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
Bombas de Metralla
La miniatura gana Ataque de Barrido) (D6 (2), Fue~3, PA~1).
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
Shrapnel Bombs
The model gains Sweeping Attack) (D6 (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.
Bouclier
Une figurine avec cette règle est considérée comme utilisant un Bouclier à tout moment, sauf lors de la Phase de mêlée si elle utilise une Arme de corps à corps À deux mains. Tant qu’elle utilise un Bouclier, la figurine gagne +1 en valeur d’Armure. De plus, toute figurine de Taille 1-3 qui manie une Arme de base tout en utilisant un Bouclier gagne la règle Parade. Rappel : étant donné que Bouclier (tout comme Parade) octroie un bonus de caractéristique défensive, ses effets ne s’appliquent pas à un personnage dont la monture a sa propre valeur d’Armure (et de Capacité défensive).
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Escudo
Una miniatura con Escudo se considera que está usando un Escudo en todo momento, excepto durante la Fase de Melé si está usando una Arma de Melé A Dos-Manos. Una miniatura usando un Escudo gana +1~Arm. Adicionalmente, cualquier miniatura de Altura~1-3 utilizando una Arma de Mano mientras usa un Escudo gana Parada. Nota: Un Escudo no proporciona ningún beneficio contra Ataques de Melé mientras se usa un Arma de Melé A Dos Manos. ) proporcionan modificadores a Características Defensivas, sus efectos no se aplican a un Personaje en una montura que tenga su propia Habilidad Defensiva o Equipamiento de Armadura.
Scudo
A model with Shield is considered to be using a Scudo at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Scudo gains +1~Arm. In addition, any Height~1-3 model using a Arma Bianca while using a Scudo gains Parata. Note: Scudo provides no benefit against Melee Attacks when using a A Due Mani Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Personaggio on a mount that has its own Abilità Difensiva or Armature Equipaggiate.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Brothers of Vengeance
The model gains Hard Target (1), Light Troops, Skirmisher, Van\-guard~Mob).
Frères de vengeance
la figurine gagne Cible difficile (1), Troupe légère, Tirailleur, Avant-garde~Mob).
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).
Hermanos de Venganza
La miniatura gana Objetivo Difícil (1), Tropas Ligeras, Hostigador, Van\-guardia~Mov).
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).
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.
Traqueur de monstres
la figurine gagne Blessures multiples (2, contre Taille 3--5). De plus, lorsqu’une unité contenant cette règle charge une unité contenant une figurine de Taille 3-5, son jet de Portée de charge est maximisé.
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.
Buscamonstruos
La~miniatura~gana Heridas Múltiples (2, contra Altura~3--5). Adicionalmente, cuando una unidad conteniendo esta regla Carga a una unidad conteniendo una miniatura con Altura~3-5, su tirada de Alcance de Carga gana Maximizada.
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.
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.
Chaînes de jugement
le porteur gagne +1D3 attaques de Broyage lorsqu’il est engagé avec une unité ennemie qui contient un marqueur « Rancune ».
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.
Cadenas Giratorias de la Perdición
El portador gana +1D3~Ataques Pulverizadores cuando está trabado con una unidad enemiga que contenga un Marcador de Agravio.
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.
Whirling Chains of Doom
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
Forge Gun
Fusil des forges
Forge Gun
Forge Gun
Cañón de Forja
Forge Gun
Forge Gun
Forge Gun
Wyrm-Slayer Rocket
Roquettes dracocides
Wyrm-Slayer Rocket
Wyrm-Slayer Rocket
Cohete Matadragones
Wyrm-Slayer Rocket
Wyrm-Slayer Rocket
Wyrm-Slayer Rocket
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
Veilleurs des contreforts
la figurine gagne Cible difficile (1), Troupe légère,Tirailleur.
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
Guardia del Peñasco
La miniatura gana Objetivo Difícil (1), Tropas Ligeras, Hostigador.
Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
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.
Opiniâtre
la figurine gagne +1 en valeur d’Attaque pour chaque figurine ennemie en contact avec elle. De plus, lorsqu’une unité contenant cette règle charge une unité contenant une figurine de Taille 0-2, son jet de Portée de charge est maximisé.
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.
Determinación Severa
La miniatura gana +1~Ata por cada miniatura enemiga en contacto con ella. Adicionalmente, cuando una unidad conteniendo esta regla Carga a una unidad conteniendo una miniatura con Altura~0-2, su tirada de Alcance de Carga gana Maximizada.
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.
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.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Éclaireur
Les unités avec cette règle ne doivent pas être déployées dans leur Zone de déploiement. À la place, toute unité d’Éclaireurs peut être déployée n’importe où sur le champ de bataille, à au moins 12″ de la Zone de déploiement ennemie. Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Explorador
Las unidades completamente con Explorador no tienen que ser Desplegadas dentro de su Zona de Despliegue: en su lugar, pueden ser desplegadas en cualquier lugar del Campo de Batalla a más de~12 de la Zona de Despliegue del oponente. Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
Esploratore
Units entirely with Esploratore are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone. A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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.
Enclume runique
la figurine doit sélectionner jusqu’à trois différentes (notez-les sur votre liste d’armée). La Portée de ces sorts passe à 36. La figurine ne peut pas lancer de Sort lié si elle a fait un Déplacement standard lors du même tour.
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.
Yunque Rúnico
La miniatura debe elegir tres diferentes. Anota los hechizos elegidos en la Lista de Ejército. El Alcance de estos hechizos es fijado a~36. La miniatura no puede lanzar Hechizos Vinculados en el mismo Turno de Jugador en el que ha realizado una Maniobra de Movimiento.
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.
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
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Frappé de runes
les Attaques de tir de la figurine gagnent Attaque magique et l’effet indiqué entre parenthèses.
Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Fabriación Rúnica
El Arma de Disparo de la miniatura gana Ataques Mágicos y los efectos entre paréntesis.
Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge. L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle. Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga. La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole. La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves. The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it. The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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
Gravures runiques
lors des Sélections pré-partie, chaque unité de doit choisir l’un des effets suivants, avec Durée : Permanent. itemize +1~Fo, +1~PA. +3~Agi, Avant-garde~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
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
Grabados Rúnicos
Durante Elecciones Pre-Partida, cada unidad de debe elegir uno de los siguientes efectos, con Duración: Permanente. itemize +1~Fue, +1~PA. +3~Agi, Van\-guardia~Mov). 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
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).
Grenades
Usage unique. Durée : Fin de la phase. Peuvent être activées pendant la Phase de mouvement : la figurine gagne Attaque au passage) (1D3, Fo~3, PA~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).
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).
Granadas de Metralla
Un solo uso. Duración: Una Fase. Puede ser activado en la Fase de Movimiento: la miniatura gana Ataque de Barrido) (1D3, Fue~3, PA~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).
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.
Serment du roi
l’élément de figurine gagne +1 en valeur d’Attaque. L’Attaque de corps à corps supplémentaire conférée par cette règle ne peut être allouée qu’à une cible se trouvant dans une unité contenant un marqueur « Rancune ».
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.
Juramento al Rey
La parte de la miniatura gana +1~Ata. El Ataque de Melé extra resultante de Juramento al Rey solo puede ser dirigido hacia objetivos en una unidad conteniendo un Marcador de Agravio.
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.
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.
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité). Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.). Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité). Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée. Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.). Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.). For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
Maître artisan runique
les Attaques de corps à corps de toutes les figurines dans une unité qui contient cette règle gagnent +1~PA.
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.
Maestría de Herrería Rúnica
Ataques de Melé de miniaturas en una unidad que contiene ganan +1~PA.
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.
Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Maître d’armes
This is just invisible text for proper layout display\ faut un talent considérable pour parvenir à parfaitement maîtriser plus d’une seule arme. Certains guerriers sont capables de se battre avec un attirail divers, utilisant l’outil qui leur paraît le plus adapté à chaque situation.\ is just invisible text for proper layout display L’élément de figurine peut choisir quelle Arme de corps à corps utiliser au début de chaque Manche de combat, et pas seulement au cours de la première Manche de combat. De plus, il peut choisir d’utiliser une Arme de base ou des Armes naturelles même s’il possède d’autres Armes de corps à corps. S’il est équipé d’une Arme enchantée, il est obligé de l’utiliser (c’est-à-dire qu’il ne doit se conformer qu’à la priorité nº 1 du choix de l’arme). Toutes les figurines ordinaires d’une même unité doivent toujours choisir la même arme.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Maestro de Armas.
This is just invisible text for proper layout display\ de una habilidad asombrosa el convertirse en un maestro en más de un arma. Pero muchos guerreros consiguen dominar el arte de empuñar diverso armamento y emplear la herramienta más efectiva para cada situación.\ is just invisible text for proper layout display La parte de la miniatura puede elegir que Arma de Melé utilizar en cada Ronda de Combate, en vez de solo en la primera. Adicionalmente, puede elegir usar una Arma de Mano o Armas Innatas incluso si tiene otras Armas de Melé. Si está armada con un Arma Encantada, debe seguir usándola p.e. solo necesita cumplir la Prioridad  de la elección de armas). Todas las miniaturas de Tropa en una unidad siguen teniendo que elegir la misma arma.
Maestro d’Armi
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat. In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority  of weapon choice). All Rank-and-File models in a unit still need to choose the same weapon.
Magic Resistance
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: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Résistance à la magie
Certaines créatures et individus jouissent d’une résistance innée aux effets de la magie, d’autres sont entraînés à résister aux attaques arcaniques, tandis que d’autres encore portent des amulettes, talismans et autres équipements enchantés qui les protègent des sorts lancés contre eux. D’autre part, la roche volcanique appelée obsidienne, ou « verre noir », est une source naturelle de résistance à la magie. Lorsqu’un sort ennemi prend pour cible au moins une de vos unités contenant Résistance à la magie : itemize Déterminez quelle est la valeur de Résistance à la magie la plus élevée parmi toutes vos unités ciblées. Le Jet de lancement du sort subit une pénalité égale à cette valeur. itemize
Magic Resistance
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: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance
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: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Resistencia a la Magia
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: itemize Identifica la Resistencia Mágica más alta de entre todas las unidades amigas tomadas como objetivo Reduce la Tirada de Lanzamiento en ese valor itemize
Resistenza alla Magia
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 Resistenza alla Magia: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance
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: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance
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: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.

Magic Items usable by the army

EN FR DE PL ES IT ZH RU
Rune of Steel
Must reroll failed Armour Save rolls.
Rune d’acier
Relance les jets de sauvegarde d’armure ratés.
Rune of Steel
Must reroll failed Armour Save rolls.
Rune of Steel
Must reroll failed Armour Save rolls.
Runa de Acero
Debe repetir las tiradas fallidas de Salvación por Armadura.
Rune of Steel
Must reroll failed Armour Save rolls.
Rune of Steel
Must reroll failed Armour Save rolls.
Rune of Steel
Must reroll failed Armour Save rolls.
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Rune du dragon
Attaque de souffle (Fo~4, PA~1, Attaque enflammée, Attaque magique).
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Runa de Aliento de Dragón
Aliento (Fue~4, PA~1, Ataques Flamígeros, Ataques Mágicos).
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Rune brisante
Les attaques allouées à une figurine dont l’Endurance est supérieure ou égale à 5 voient leur Force et leur Pénétration d’armure passer à 10.
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Runa de Aplastamiento
Los Ataques dirigidos contra una miniatura con Resiliencia~5 o mayor tienen tanto su Fuerza y su Penetración de Armadura fijadas a~10.
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Rune de maîtrise
Cette arme suit les règles d’Arme lourde au lieu de ses règles normales (ceci ne l’empêche pas de recevoir d’autres ).
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Runa de Artesanía
El arma sigue las reglas para Arma a Dos Manos en vez de sus Reglas de Arma originales. Esto no impide que se grabe con adicionales.
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules. This does not prevent it from being engraved with additional .
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Rune de dispersion
Lors de chaque Phase de magie adverse, juste après avoir Évacué la magie excédentaire, votre adversaire perd un Dé de magie.
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Runa de Atadura
En cada una de las Fases de Magia de tu oponente, inmedatamente después de Exceso de Magia, debe descartar 1~Dado de Magia.
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Rune de canalisation
Canalisation (1). Cette Rune ne peut être utilisée que si la somme des valeurs de Canalisation déjà présentes dans l’armée est inférieure ou égale à 3 (sans tenir compte de la Canalisation conférée par cette Rune).
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Runa de Canalización
Canalizar (1). Esta Runa solo puede ser usada si el valor combinado total de Canalizar del ejército de la miniatura es~3 o menos (excluyendo Canalizar de esta Runa).
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Rune de courage
Usage unique. Durée : Manche de combat. Peut être activée lors du Choix de l’équipement et des capacités : le porteur gagne Tenace.
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Runa de Coraje
Un solo uso. Duración: Ronda de Combate. Puede activarse durante Elecciones de Combate: el portador gana Tozudo.
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
Rune of Destruction
Multiple Wounds (D3).
Rune de destruction
Blessures multiples (1D3).
Rune of Destruction
Multiple Wounds (D3).
Rune of Destruction
Multiple Wounds (D3).
Runa de Destrucción
Heridas Múltiples (1D3).
Rune of Destruction
Multiple Wounds (D3).
Rune of Destruction
Multiple Wounds (D3).
Rune of Destruction
Multiple Wounds (D3).
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Rune dévoreuse
Usage unique. Vous pouvez choisir d’utiliser cette Rune au lieu de faire un Jet de dissipation : le sort est lancé selon les règles habituelles, mais le Lanceur ne peut plus le lancer pour le reste de la partie.
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Runa de Devorar
Un solo uso. Tu puedes elegir usar esta Runa en vez de realizar una Tirada de Dispersión: el hechizo se lanza con normalidad, pero el Lanzador no puede volver a lanzarlo de nuevo en lo que quede de Batalla.
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Rune de feu
Lors du Choix de l’équipement et des capacités, le porteur peut gagner Attaque enflammée, avec Durée : Manche de combat.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Runa de Fuego
Durante Elecciones de Combate, el portador puede ganar Ataques Flamígeros. Duración: Ronda de Combate.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Rune de fraternité
Le porteur gagne Embuscade (bord de table), Éclaireur, Avant-garde~Mob)}.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Runa de Hermandad
El portador gana Emboscada (Borde del Campo de Batalla), Explorador, Van\-guardia~Mov)}.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Rune of Iron
+1~Arm.
Rune de fer
+1 en valeur d’Armure.
Rune of Iron
+1~Arm.
Rune of Iron
+1~Arm.
Runa de Hierro
+1~Arm.
Rune of Iron
+1~Arm.
Rune of Iron
+1~Arm.
Rune of Iron
+1~Arm.
Rune of Anger
+1~Att.
Rune de colère
+1~Att.
Rune of Anger
+1~Att.
Rune of Anger
+1~Att.
Runa de Ira
+1~Ata.
Rune of Anger
+1~Att.
Rune of Anger
+1~Att.
Rune of Anger
+1~Att.
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Rune de la forge
Ægide (3+, contre Attaque enflammée).
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Runa de la Forja
Égida (3+, contra Ataques Flamígeros).
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Rune of the Forge
Aegis (3+, against Flaming Attacks).
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Rune d’absorption
Usage unique. Peut être activée lors du Choix de l’équipement et des capacités : tous les sorts avec Durée : Un tour qui s’appliquent à l’une des unités suivantes prennent immédiatement fin : smallitemizeitem L’unité du porteur. Les unités ennemies en contact avec l’unité du porteur. smallitemizeitem
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Runa de la Tierra
Un solo uso. Puede activarse durante Elecciones de Combate: todos los hechizos con Duración: Un Turno que afectan a cualquiera de las siguientes unidades finaliza: smallitemizeitem La unidad del portador. Unidades enemigas en contacto con la unidad del portador. smallitemizeitem
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end: smallitemizeitem The bearer’s unit. Enemy units in contact with the bearer’s unit. smallitemizeitem
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Rune de la mine
Pendant les Sélections pré-partie, choisissez un Décor sur le champ de bataille : tant que le porteur est sur le champ de bataille, toutes les figurines alliées peuvent considérer ce Décor comme du Terrain découvert lors de leurs Déplacements standard (Mouvement simple, Marche forcée, Reformation), mais doivent toujours respecter la Règle du pouce d’écart à la fin de leur déplacement.
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Runa de Minería
Durante Elecciones Pre-Partida, elige un Elemento de Terreno en el Campo de Batalla: mientras que el portador esté en el Campo de Batalla, todas las miniaturas amigas pueden tratar este Elemento de Terreno como Terreno Abierto cuando realicen una Maniobra de Movimiento (Reforma, Avance o Marcha), pero deben seguir la regla de Espaciado entre Unidades al final de su movimiento.
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Rune de déni
Usage unique. Vous pouvez choisir d’utiliser cette Rune au lieu de faire un Jet de dissipation : le sort est automatiquement dissipé.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Runa de Negación
Un solo uso. Tu puedes elegir usar esta Runa en vez de realizar una Tirada de Dispersión: el hechizo es automáticamente dispersado.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Rune of Penetration
+3~AP.
Rune de pénétration
+3~PA.
Rune of Penetration
+3~AP.
Rune of Penetration
+3~AP.
Runa de Penetración
+3~PA.
Rune of Penetration
+3~AP.
Rune of Penetration
+3~AP.
Rune of Penetration
+3~AP.
Rune of Might
+1~Str, +1~AP.
Rune de puissance
+1~Fo, +1~PA.
Rune of Might
+1~Str, +1~AP.
Rune of Might
+1~Str, +1~AP.
Runa de Poder
+1~Fue, +1~PA.
Rune of Might
+1~Str, +1~AP.
Rune of Might
+1~Str, +1~AP.
Rune of Might
+1~Str, +1~AP.
Rune of Precision
+1 to hit.
Rune de précision
+1 pour toucher.
Rune of Precision
+1 to hit.
Rune of Precision
+1 to hit.
Runa de Precisión
+1 a impactar.
Rune of Precision
+1 to hit.
Rune of Precision
+1 to hit.
Rune of Precision
+1 to hit.
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune de réactivité
Usage unique. Peut être activée à la fin de la Phase de charge, immédiatement après la résolution des Mouvements de charge : si l’unité du porteur a été chargée avec succès au cours de cette phase, elle peut immédiatement faire une Reformation de combat (en suivant les règles habituelles pour ce type de manœuvre).
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Runa de Preparación
Un solo uso. Puede activarse al final de la Fase de Carga, inmediatamente después de resolver todos los Movimientos de Carga: si la unidad del portador ha sido Cargada con éxito, puede realizar una Reorganización de Combate (siguiente las reglas habituales de las Reorganizaciones de Combate).
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Rune bouclier
Ægide (+1, max.~4+). L’Ægide octroyée par cette Rune ne peut se cumuler qu’avec elle-même ou avec celle octroyée par .
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Runa de Protección
Égida (+1, max.~4+), que solo se puede acumular con ella misma y .
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
Rune of Quickening
+3~Agi.
Rune d’accélération
+3~Agi.
Rune of Quickening
+3~Agi.
Rune of Quickening
+3~Agi.
Runa de Rapidez
+3~Agi.
Rune of Quickening
+3~Agi.
Rune of Quickening
+3~Agi.
Rune of Quickening
+3~Agi.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Rune d’éclairs
Broyage) (1D3, Fo~4, PA~1, Attaque foudroyante,Attaque magique, Fixe)}. Si la figurine a deux instances de cette rune, le nombre de touches passe à #1D3 (2). Remarque : les effets d’autres Enchantements d’arme runiques ne s’appliquent pas à ces touches.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Runa de Relámpago
Ataque Pulverizador) (1D3, Fue~4, PA~1, Ataques Relámpago,Ataques Mágicos, Inmodificable)}. Una miniatura con dos instancias de esta Runa incrementa el número de impactos a~#1D3 (2). Notar que estos impactos no son afectados por los efectos de otros.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}. A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
Rune of Resistance
Resistance.
Rune de résistance
Résistance.
Rune of Resistance
Resistance.
Rune of Resistance
Resistance.
Runa de Resistencia
Resistencia.
Rune of Resistance
Resistance.
Rune of Resistance
Resistance.
Rune of Resistance
Resistance.
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Rune de rappel
Peut être utilisée en tant qu’Arme de tir avec le profil suivant :\vspace*{3pt} 2{8}{1}{Utilisateur}{Utilisateur}{Tir précis, Tir rapide} \vspace*{5pt}Les effets d’autres Enchantements d’arme runiques s’appliquent aux Attaques de tir portées avec cette arme (même si leurs effets ne s’appliquent normalement qu’aux Attaques de corps à corps, y compris Attaques spéciales).
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Runa de Retorno
Puede ser usado como un Arma de Disparo con el siguiente perfil:\vspace*{3pt} 2{8}{1}{Usuario}{Usuario}{Preciso, Disparo Rápido} \vspace*{5pt}Los efectos de otros se aplican a los Ataques de Disparo realizados con este arma (incluso si sus efectos estaban normalmente restringidos a Ataques de Melé, incluyendo Ataques Especiales).
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire} \vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Rune de représailles
Lorsque la figurine réussit un jet de sauvegarde d’Ægide octroyé par la règle , elle inflige immédiatement une touche à la Réserve de Points de vie de la figurine qui a causé la blessure sauvegardée, avec la même Force et Pénétration d’armure que l’attaque sauvegardée, et Touches automatiques. Cette touche est résolue avant de retirer la moindre perte, et ne bénéficie pas de la moindre règle d’arme ou d’.
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Runa de Retribución
Cuando la miniatura realiza una Salvación exitosa de Égida de , inmediatamente inflinge 1 impacto contra la Reserva de Heridas de la miniatura que causó la herida, utilizando la misma Fuerza y Penetración de Armadura como el ataque salvado con Impactos Automáticos. Este impacto es resuelto antes de que se retiren las bajas y no se beneficia de Reglas de Armas o .
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
Rune des tempêtes
Usage unique. Durée : Fin du tour. Peut être activée au début du tour de votre adversaire. Désignez une unité ennemie à 24″ du porteur : la Vitesse de charge et la Mobilité de toutes les figurines avec Vol dans cette unité sont divisées par deux (en arrondissant à l’unité supérieure).
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
Runa de Tormentas
Un solo uso. Duración: Final del Turno. Puede activarse al principio del Turno de Jugador del oponente. Elige una única unidad enemiga dentro de~24 del portador: el Velocidad de Carga y la Movilidad de todas las miniaturas con Vuelo en esa unidad son divididas a la mitad, redondeando hacia arriba.
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Bannière runique de confusion
Les jets de Portée de charge contre l’unité du porteur sont minimisés.
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Estandarte Rúnico de Consternación
Las tiradas de Alcance de Carga contra la unidad del portador ganan Minimizada.
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Bannière runique de hardiesse
L’unité du porteur gagne Avant-garde~Mob)}.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Estandarte Rúnico de Rapidez
La unidad del portador gana Van\-guardia~Mov)}.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Bannière runique de l’enclume
Les jet de Portée de charge ratés contre une unité ennemie engagée au combat avec l’unité du porteur doivent être relancés.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Estandarte Rúnico del Yunque
Cuando una unidad amiga Carga a una unidad enemiga ya Trabada en Combate con la unidad del portador y falla su tirada de Alcance de Carga, debe repetir la tirada.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Bannière runique de la Forteresse
Toutes les figurines dans l’unité gagnent Résolu. Si l’unité contient une figurine qui a déjà acquis la règle Résolu depuis une autre source, l’unité est considérée comme ayant deux Rangs complets de plus au lieu d’un.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Estandarte Rúnico del Bastión
Todas las miniaturas en la unidad del portador beneficiar de Resuelto. Si la unidad contiene ya una miniatura con Resuelto de otra fuente, la unidad se considera que tiene dos Filas Completas adicionales en vez de una.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
Runic Standard of Grudges
1.
Bannière runique de rancune
1.
Runic Standard of Grudges
1.
Runic Standard of Grudges
1.
Estandarte Rúnico de Agravios
1.
Runic Standard of Grudges
1.
Runic Standard of Grudges
1.
Runic Standard of Grudges
1.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Bannière runique de sagesse
Choisissez une Rune de bataille et notez-la sur votre liste d’armée : cette Rune de bataille peut être lancée par le porteur en tant que Sort lié. Elle ne peut cibler que l’unité du porteur.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Estandarte Rúnico de Sabiduría
Selecciona una única y anótala en tu Lista de Ejército: esta puede ser lanzada por el portador como un Hechizo Vinculado. Solo puede hacer objetivo a la propia unidad del portador.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
Bannière runique de stabilité
Usage unique. Durée : Fin du tour. Peut être activée au début de n’importe quelle Phase de mouvement : l’unité du porteur perd la règle Encombrant.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
Estandarte Rúnico de Firmeza
Un solo uso. Duración: Final del Turno. Puede activarse al inicio de cualquier Fase de Movimiento.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.

Units od the army

EN FR DE PL ES IT ZH RU
King
Roi
King
King
Rey
King
King
King
Thane
Thane
Thane
Thane
Señor del Clan
Thane
Thane
Thane
Runic Smith
Forgeron runique
Runic Smith
Runic Smith
Herrero rúnico
Runic Smith
Runic Smith
Runic Smith
Engineer#1{}{~(#1)}
Ingénieur#1{}{~(#1)}
Engineer#1{}{~(#1)}
Engineer#1{}{~(#1)}
ingeniero#1{}{~(#1)}
Ingegnere#1{}{~(#1)}
Engineer#1{}{~(#1)}
Engineer#1{}{~(#1)}
Dragon Seeker
Traqueur de dragons
Dragon Seeker
Dragon Seeker
Buscadragones
Dragon Seeker
Dragon Seeker
Dragon Seeker
Shield Bearers
Porteurs de bouclier
Shield Bearers
Shield Bearers
Porteadores de Escudo
Shield Bearers
Shield Bearers
Shield Bearers
War Throne
Trône de guerre
War Throne
War Throne
Trono de Guerra
War Throne
War Throne
War Throne
Clan Warriors
Guerriers des clans
Clan Warriors
Clan Warriors
Guerreros del Clan
Clan Warriors
Clan Warriors
Clan Warriors
Greybeards
Barbes-grises
Greybeards
Greybeards
Barbasgrises
Greybeards
Greybeards
Greybeards
Clan Marksmen
Longues-mires des clans
Clan Marksmen
Clan Marksmen
Tiradores del Clan
Clan Marksmen
Clan Marksmen
Clan Marksmen
King’s Guard
Gardes du roi
King’s Guard
King’s Guard
Guardia Real
King’s Guard
King’s Guard
King’s Guard
Deep Watch
Sentinelles des profondeurs
Deep Watch
Deep Watch
Vigía de las Profundidades
Deep Watch
Deep Watch
Deep Watch
Seekers
Traqueurs de rancunes
Seekers
Seekers
Buscamuertes
Seekers
Seekers
Seekers
Vengeance Seeker
Vengeur de rancunes
Vengeance Seeker
Vengeance Seeker
Vengador
Vengeance Seeker
Vengeance Seeker
Vengeance Seeker
Hold Guardians
Gardiens de la Forteresse
Hold Guardians
Hold Guardians
Guardianes del Bastión
Hold Guardians
Hold Guardians
Hold Guardians
Grudge Buster
Brise-rancunes
Grudge Buster
Grudge Buster
Destructor de Agravios
Grudge Buster
Grudge Buster
Grudge Buster
Miners
Mineurs
Miners
Miners
Mineros
Miners
Miners
Miners
Anvil of Power
Enclume de pouvoir
Anvil of Power
Anvil of Power
Yunque Rúnico
Anvil of Power
Anvil of Power
Anvil of Power
Rangers
Patrouilleurs
Rangers
Rangers
Montaraces
Rangers
Rangers
Rangers
Forge Wardens
Veilleurs des forges
Forge Wardens
Forge Wardens
Guardianes de la Forja
Forge Wardens
Forge Wardens
Forge Wardens
Steam Copters
Autogyres à vapeur
Steam Copters
Steam Copters
Cópteros a Vapor
Steam Copters
Steam Copters
Steam Copters
Field Artillery
Artillerie de campagne
Field Artillery
Field Artillery
Artillería de Campo
Field Artillery
Field Artillery
Field Artillery