Correspondence of translations with another language
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Arbalest
Shots 1, Range 30″, Str 4, AP 1. First 3 ranks shoot if the unit is within 8” of a friendly Swordsmen unit.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Devastating Charge
In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Fear
Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Grind
Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Hunting Bow
Shots 2, Range 24″, Str 3, AP 0.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Light Troops
Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Stomp
Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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Tracer Rifle
Shots 1, Range 48“, Str 5, AP 3. Combined Units of Artificers with Arbalesters ignore the aim modifier for Long Range with their Shooting Attacks.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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War Machine
War Machines cannot Declare Charges, March, Pursue or Declare any Charge Reaction other than Hold. They can only shoot if they did not move in the Movement Phase. War Machines have round bases, which means they have no Flank or Rear facings / arcs and can draw Line of Sight from any point on their bases, in any direction.
When a War Machine fails a Panic Test, instead of Fleeing it may not shoot in its next Shooting Phase.
When a unit charges a War Machine, follow the same rules as for normal Charge Moves, except that the charging unit can move into base contact anywhere. Ignore the War Machine’s facing and ignore maximizing number of models in base contact, but you must still contact the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models that can draw an uninterrupted line straight forward from any point on their base to the War Machines base can attack it. Models in the second rank can make supporting attacks as normal. War Machines that Break from combat are automatically destroyed.
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EN | FR | DE | PL | ES | IT |
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EN | FR | DE | PL | ES | IT |
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