Correspondence of translations with another language
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Apprentice
This Wizard knows the first spell of its chosen Path of Magic.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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Bow
Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot.
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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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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fearless
If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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Fight in Extra Rank
Models with Fight in Extra Rank can make Supporting Attacks from an additional Rank. This rule is cumulative, allowing an additional Rank to make Supporting Attacks for each instance of this rule.
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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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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Hurl Attack
Shots 1, Range 36″, Area Attack (12).
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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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Impact
Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 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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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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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Monstrous Support
Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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Primal Instinct
At the start of each Round of Combat, units with one or more models with this rule must take a Discipline Test. If the test is passed, all models must re-roll failed To-Hit rolls during this Round of Combat.
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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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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Throwing Weapons
Shots 2, Range 8″, Str and AP as User, no Aim modifier for Long Range nor Moving and Shooting.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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Towering
The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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EN | FR | DE | PL | ES | IT |
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EN | FR | DE | PL | ES | IT |
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