Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
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Shortbow
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Arc court
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Shortbow
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Shortbow
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Cambiar escudos por arcos cortos
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Shortbow
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Shortbow
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Shortbow
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Longbow
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Arc long
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Longbow
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Longbow
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Longbow
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Longbow
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Longbow
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Longbow
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Great Weapon
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Arme lourde
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Zweihandwaffe
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Great Weapon
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Arma a dos manos
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Grande Arma
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Great Weapon
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Двуручное оружие
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Hand Weapon
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Arme de base
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Hand weapon
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Hand Weapon
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Arma de mano y escudo
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Arma a Una Mano
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Hand Weapon
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Одноручное оружие
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Light armour
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Armure légère
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Leichte Rüstung
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Light armour
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Armadura ligera
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Armatura Leggera
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Light armour
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Легкий доспех
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Heavy armour
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Armure lourde
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Schwere Rüstung
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Heavy armour
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Armadura pesada
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Armatura Pesante
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Heavy armour
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Тяжелый доспех
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Armour Bane
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Arme Perforante
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armoured Hide
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Peau Blindée
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Full plate armour
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Armure de plate complète
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Plate
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Full plate armour
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Full plate armour
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Full plate armour
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Full plate armour
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Full plate armour
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Magical Attacks
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Attaques Magiques
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Magische Attacken
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Magical Attacks
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Ataques Mágicos
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Attacchi Magici
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Magical Attacks
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Магические атаки
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Stomp Attacks
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Attaques de Piétinement
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Stomp Attacks
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Растаптывание
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura de la Dame
Les Servantes de la Dame et leurs loyaux compagnons bénéficient toujours de la présence de leur déesse, et une aura magique les nimbe d'une lueur argentée.
Toute unité que ce personnage a rejointe gagne la règle spéciale Attaques Magiques.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Aura Envoûtante
Les Licornes brillent d'une puissance magique, une aura scintillante qui déploie un charme ensorcelant qui envoûte ceux qui s'approchent.
Les figurines ennemies doivent effectuer un test de Commandement avant de faire le moindre jet de Touche contre cette figurine à la phase de Combat. Si ce test échoue, seuls les jets de 6 naturels touchent.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Vanguard
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Avant-garde
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Vorhut
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Vanguard
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Vanguardia
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Avanguardia
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Vanguard
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Авангард
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Warband
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Bande de Guerre
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Warband
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Warband
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Warband
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Warband
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Warband
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Warband
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Barding
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Carapaçon
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Barding
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Barding
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Barding
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Barding
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Barding
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Barding
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Bénédiction de la Dame
Avant la bataille, les pieux serviteurs de la Dame ont pour coutume de s'agenouiller et de prier avec ferveur pour sa bénédiction.
Une fois le déploiement achevé, au lieu de tirer le joueur qui a le premier tour, l'armée du Royaume de Bretagne peut prier à genoux pour avoir la Bénédiction de la Dame. Si tel est le cas, le joueur adverse compte comme ayant gagné le tir au dé et la Dame accorde sa Bénédiction, ce qui confère aux figurines de l'armée du Royaume de Bretagne ayant cette règle spéciale:
- Une sauvegarde Invulnérable de 6+ contre toute blessure subie.
- Une sauvegarde Invulnérable de 5+ contre toute blessure infligée par une attaque d'une Force de 5 ou plus.
Notez que s'il n'y a pas de tir au dé pour savoir quel joueur a le premier tour, l'armée du Royaume de Bretagne ne peut pas prier.
Notez aussi que si deux armées du Royaume de Bretagne s'affrontent, aucune ne peut prier à genoux pour avoir la Bénédiction de la Dame. La Dame n'approuve
pas les luttes intestines, et aucun chevalier n'oserait la solliciter en ce cas !
Perdre la Bénédiction:
À la différence d'autres règles spéciales, on peut perdre la Bénédiction de la Dame au cours d'une partie. Toute figurine ou unité qui fuit, ou tout personnage qui refuse un défi, perd aussitôt cette règle spéciale. Notez qu'en ce qui concerne cette règle spéciale, Se Replier en Bon Ordre ne compte pas comme une fuite.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Drilled
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Bien Entrainés
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Drilled
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Drilled
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Drilled
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Drilled
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Drilled
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Drilled
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Shield
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Bouclier
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Schild
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Shield
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Escudos
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Scudo
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Shield
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Щит
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Bouclier de la Dame
Aller en guerre en compagnie d'une Servante de la Dame est un grand privilège, et les chevaliers de Bretagne considèrent comme sacré leur devoir de protéger ces émissaires de leur déesse.
Si ce personnage a rejoint une unité qui a une Puissance d'Unité de 10 ou plus et qui a un Vœu Chevaleresque (voir page 108), il peut se retirer volontairement à l'arrière de l'unité à tout moment, en se déplaçant à travers les rangs pour s'éloigner du combat. S'il le fait, il n'est plus dans le rang combattant et ne peut ni faire ni subir d'attaques. Cependant, il continue à conférer des bénéfices à l'unité sous la forme de son Commandement et de ses règles spéciales, et il peut lancer des sorts comme s'il se trouvait dans le rang combattant.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Fast Cavalry
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Cavalerie Rapide
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Fast Cavalry
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Fast Cavalry
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Swiftstride
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Fast Cavalry
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Lance de cavalerie
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Cercle Intérieur
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Close Order
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Ordre Serré
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Levies
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Conscrits
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Levies
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Levies
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Levies
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Levies
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Levies
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Levies
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Counter Charge
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Contre Charge
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Counter Charge
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Counter Charge
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ers
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Counter Charge
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Counter Charge
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Counter Charge
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Rallying Cry
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Cri de Ralliement
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Destriers Supérieurs
Les destriers de Bretonnie sont élevés et sélectionnés pour supporter le poids d'un chevalier en harnois complet.
Quand une unité ayant cette règle spéciale effectue un jet de Charge, de Fuite ou de Poursuite, elle peut relancer tout dé qui donne un 1 naturel, avant de défausser tout dé qu'elle est appelée à défausser.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Stubborn
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Obstiné
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Unnachgiebig
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Stubborn
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Tozudo
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Determinato
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Stubborn
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Упорный
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Devoir du Paysan
Le rôle du Sergent d'Armes est de maintenir la discipline dans les rangs dépendant de la plèbe. S'il venait à échouer et embarrasser son supérieur, les sanctions seraient des plus sévères.
Ce personnage et toute unité qu'il a rejointe ont le droit de Céder du Terrain au lieu de Se Replier en Bon Ordre, et ils n'ont pas à faire de test de Panique quand une unité de Conscrits amie est Démoralisée et fuit le combat à 6" d'eux. De plus, à moins que ce personnage ne fuie, toute unité amie dans sa portée de Commandement et qui a la règle spéciale Conscrits peut relancer un test de Panique raté.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Formation Éparse
Portés par leurs grandes ailes, les Chevaliers Pégases fondent sur l'ennemi depuis le ciel. Tant qu'une unité de Chevaliers Pégases est en formation de Tirailleurs, chacune de ses figurines doit être à 2" d'une autre figurine de la même unité, au lieu du 1" habituel.
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Terror
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Terreur
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Entsetzen
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Terror
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Terror
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Terrore
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Terror
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Ужас
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Ethereal
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Ethereal
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Ethereal
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Ethereal
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Ethereal
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Ethereal
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Ethereal
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Ethereal
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Swiftstride
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Rapide
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Schnelle Bewegung
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Swiftstride
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Zancada Veloz
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Falcata Rapida
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Swiftstride
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Стремительность
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Trébuchet de campagne
P F PA Règles Spéciales
Trébuchet de camp 12-72" 5 (10) -1(-4) Bombardement, Encombrant, Objet Immuable, Mouvement ou Tir; Blessures Multiples (D3+1)
Notes: Cette arme tire comme une catapulte, utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau des Incidents de Tir des catapultes. La règle spéciale Blessures Multiples (D3+1) ne s'applique qu'à une figurine dont le socle est sous le gabarit d'explosion.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Fire & Flee
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Tir&Fuite
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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First Charge
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Première Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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Fly
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Vol
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Fliegen
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Fly
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Volar
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Volo
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Fly
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Полет
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Formation en Fer de Lance
Les chevaliers bretonniens utilisent une formation puissante appelée "Fer de Lance".
Une unité composée de figurines ayant cette règle spéciale peut adopter la formation en Fer de Lance décrite page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Furious Charge
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Frénésie
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Reliquaire du Graal
Mus par leur obsession, les Pèlerins du Graal collectionnent tout ce dont un Chevalier du Graal se débarasse. Pour les pèlerins, le reliquaire façonné par ces détritus est une icône à la gloire de la Dame et de ses saints.
Le Reliquaire du Graal est placé au centre du premier rang de son unité (ou aussi près que possible du centre). Il compte comme six figurines et occupe la place de six figurines ; deux au premier rang, deux au second et deux au troisième. Lorsque l'unité se réoriente ou se reforme, le Reliquaire du Graal doit se repositionner au nouveau premier rang.
On retire les pertes de l'unité normalement, mais le Reliquaire du Graal ne peut perdre aucun PV tant qu'il reste le moindre Pèlerin du Graal. Une fois que tous les Pèlerins du Graal ont été retirés de l'unité, le Reliquaire du Graal peut perdre des PV.
Le Reliquaire du Graal compte à la fois comme un porte-étendard et un musicien pour son unité. Tant que la figurine du Reliquaire du Graal elle-même est à 12" d'une figurine amie qui a le Vœu du Graal et n'est pas en fuite, son unité gagne les règles spéciales Immunisé à la Psychologie et Indémoralisable.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Large Target
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Grande Cible
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Large Target
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Large Target
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Large Target
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Large Target
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffes mortelles
P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffonic pelt
counts as a heavy armour
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Pelage de griffon
compte comme une armure lourde
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Serrated maw
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Gueule dentelée
PA Règles Spéciales
Gueule dentelée Combat F - Arme Perforante (2), Blessures Multiples (2)
Notes: En combat, cette figurine doit effectuer 1de ses attaques avec cette arme à chaque tour.
Si cette figurine est Bicéphale, ele doit effectuer 2de ses attaques avec cette arme à chaque tour.
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Serrated maw
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Hatred
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Haine
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Hass
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Hatred
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Odio
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Odio
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Hatred
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Ненависть
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Hooves and horn
counts as hand weapon
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Sabots et corne
compte comme une arme de base
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Objet Inamovible
Un trébuchet est un engin fait de lourdes poutres en bois. Une fois assemblé, il n'est pas facile à déplacer.
Une fois qu'un trébuchet de campagne est placé sur le champ de bataille lors du déploiement, ses servants ne peuvent plus le déplacer à la sous-phase des Mouvements Restants.
Notez cependant qu'un trébuchet de campagne peut pivoter librement à tout moment pendant son tour (pour mieux faire face à l'ennemi) et peut effectuer un mouvement de suite normalement.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immune To Psychology
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Immunisé à la Psychologie
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Immune To Psychology
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Immune To Psychology
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Immune To Psychology
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Immune To Psychology
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impétueux
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Impetuous
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Impetuous
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Impetuous
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Impetuous
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Impetuous
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Impetuous
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Unbreakable
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Indémoralisable
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Unerschütterlich
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Unbreakable
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Indesmoralizable
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Irriducibile
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Unbreakable
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Непоколебимость
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Unstable
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Instable
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Instabil
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Unstable
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Inestable
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Instabile
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Unstable
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Нестабильность
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Iron-shod Hooves
counts as a hand weapon
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Sabots ferrés
compte comme une arme de base
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Lance
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Lances de joute
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Lanze
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Lance
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Lanza de Caballería
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Lancia Pesante
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Lance
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Рыцарское копье
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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Le Vœu De La Quête
Je dépose ma lance, symbole de devoir. Je renie ma maison et ceux que j'aime, et je m'empare des outils de ma Quête. Je donne mon corps, mon cœur et mon âme à la Dame que je recherche...
Une figurine ayant ce Vœu Chevaleresque a la règle spéciale Obstiné et peut relancer n'importe quel test de Peur, de Panique ou de Terreur raté. De plus, une figurine ayant ce Vœu Chevaleresque est dispensée de test de Panique quand une unité amie ayant la règle spéciale Paysannerie est détruite à 6" d'elle, ou quand une unité amie ayant la règle spéciale Paysannerie fuit à travers elle. Cependant, une figurine ayant ce Vœu Chevaleresque ne peut pas être équipée d'une lance de joute (ni magique ni ordinaire).
Une unité ayant ce Vœu Chevaleresque ne peut pas être rejointe par un personnage qui a le Vœu du Chevalier ou la règle spéciale Paysannerie. Un personnage ayant ce Vœu Chevaleresque ne peut pas rejoindre une unité qui a la règle spéciale Paysannerie.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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Le Voeu du Chevalier
Quand le clairon sonne, je chevauche pour combattre au nom du suzerain et de la Dame. Tant que je respire, la terre qui m'a été léguée ne saurait demeurer souillée par le mal. L'honneur prévaut...
Une figurine ayant ce Vœu Chevaleresque est dispensée de test de Panique quand une unité amie ayant la règle spéciale Paysannerie est détruite à 6" d'elle, ou quand une unité amie ayant la règle spéciale Paysannerie fuit à travers elle.
Une unité ayant ce Vœu Chevaleresque ne peut pas être rejointe par un personnage qui a la règle spéciale Paysannerie. Un personnage ayant ce Vœu Chevaleresque ne peut pas rejoindre une unité qui a la règle spéciale Paysannerie.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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Le Voeu du Graal
Je préserverai ce qui est sacro-saint. Je protégerai ce qui est sublime. Je détruirai toute menace, car ma sainte rage ne saurait connaître de bornes...
Une figurine ayant ce Vœu Chevaleresque a les règles spéciales Immunisé à la Psychologie, Attaques Magiques et Obstiné. De plus, les figurines ayant ce Vœu Chevaleresque bénéficient toujours de la règle spéciale Bénédiction de la Dame et n'ont pas à prier au début de la partie. Cependant, une figurine ayant ce Vœu Chevaleresque ne peut pas refuser un défi.
Une unité ayant ce Vœu Chevaleresque ne peut être rejointe que par un personnage ayant lui aussi ce Vœu Chevaleresque ou par une Servante de la Dame. Un personnage ayant ce Vœu ne peut pas rejoindre une unité qui a la règle spéciale Paysannerie.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Saints Vivants
Les Chevaliers du Graal sont des champions puissants à part entière. Ils forment ensemble un panthéon de dieux vivants, leurs noms récités comme un mantra par la plèbe partout où ils passent.
Chaque figurine d'une unité de Chevaliers du Graal peut lancer et accepter des défis de la même façon qu'un personnage.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Loner
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Solitaire
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Loner
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Loner
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Loner
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Loner
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Loner
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Loner
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Magic Resistance
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Résistance à la Magie
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Magieresistenz
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Magic Resistance
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Resistencia a la Magia
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Resistenza alla Magia
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Magic Resistance
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Сопротивление магии
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Move Through Cover
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Mouvement à Couvert
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Shieldwall
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Mur de Boucliers
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Shieldwall
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Shieldwall
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Shieldwall
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Shieldwall
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Shieldwall
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Shieldwall
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Open Order
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Ordre Dispersé
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Open Order
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Open Order
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Open Order
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Open Order
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Open Order
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Open Order
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Paysannerie
Les humbles paysans de Bretonnie font en général confiance à leurs supérieurs chevaleresques pour donner les ordres.
Si une unité ayant cette règle spéciale est à 6" d'une figurine amie qui a le Vœu du Chevalier, le Vœu de la Quête ou le Vœu du Graal, et si la dite figurine n'est pas en fuite, cette unité peut utiliser la caractéristique de Commandement de la dite figurine à la place de la sienne. De plus, une bannière que porte une unité ayant cette règle spéciale ne peut pas compter comme trophée de guerre. Un personnage ayant cette règle spéciale ne peut rejoindre une unité que si elle a aussi cette règle spéciale.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Suite des Saints
Les Chevaliers du Graal inspirent une véritable dévotion chez ceux qui les suivent, et de nombreux fanatiques aspirent à vivre à leur suite, dans l'éclat de leur héroïsme.
Votre armée peut inclure jusqu'à un Reliquaire du Graal par personnage ou unité possédant le Vœu du Graal qu'elle comprend.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Skirmishers
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Tirailleurs
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Wizard
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Sorcier
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Wizard
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Wizard
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Wizard
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Wizard
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Wizard
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Wizard
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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Veteran
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Vétérans
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Veteran
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Veteran
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Veteran
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Veteran
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Veteran
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Veteran
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| EN | FR | DE | PL | ES | IT | ZH | RU |
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| EN | FR | DE | PL | ES | IT | ZH | RU |
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Bannière de Châlons
Les ennemis sont éblouis par cette bannière sublime, et ont toutes les peines du monde à en détourner le regard. Les unités ennemies ne peuvent pas déclarer de réaction à la charge Tenir sa Position et Tirer contre une unité porteuse de la Bannière de Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Bannière d'Errance
Cette bannière élimée a voyagé aux quatre coins du Vieux Monde et même au-delà, instillant à ceux qui la portent un zèle brûlant. Les figurines d'une unité porteuse de la Bannière d'Errance ont un modificateur de +1 à leur caractéristique de Force lors d'un tour auquel elles chargent. Cependant, l'unité gagne aussi la règle spéciale Impétueux.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Tapisserie du Conquérant
Au lendemain de chaque bataille, les chevaliers victorieux voient leurs exploits de la veille brodés sur cette tapisserie enchantée. Toute bannière ennemie prise comme trophée de guerre par l'unité porteuse de la Tapisserie du Conquérant rapporte 100 Points de Victoire.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Crusader’s Tapestry
Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy.
A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Étendard de Bravoure
Les chevaliers qui partent au combat sous cette bannière chantent avec entrain et pleurent de joie à la seule perspective de la bataille. Une unité porteuse de l'Étendard de Bravoure jette 3DG et défause le résultat le plus haut quand elle effectue un test de Moral.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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