Correspondence of translations with another language
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Accurate
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Tir précis
Attaques & Armes, Tir
Une attaque avec cette règle ne subit pas le malus de -1 pour toucher au Tir à longue portée.
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Treffsicher
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Accurate
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Preciso
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Accurato
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Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Adepte magicien
- Connaît 2 sorts.
- Peut choisir entre les Sorts appris n°1, 2, 3 et 4 de la Voie choisie et le Sort héréditaire de son armée.
Le Magicien gagne la règle Canalisation (1) et sélectionne ses sorts comme décrit dans la partie Sélection des sorts.
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Zauberadept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Hechicero Adepto
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Mago Adepto
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Aegis
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Ægide
Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines doivent être relancés.
Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure.
– Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure.
– Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)).
Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
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Rettungswurf
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Aegis
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Égida
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Egida
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Hallebarde
Les attaques portées par une Hallebarde ont +1 en Force et +1 en Pénétration d'armure. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
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Hellebarde
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Master of Spellcrafting
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
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Maître des arcanes
Les sorts lancés par le Magicien ont leur Valeur de lancement réduite de 1.
Lors d’une Tentative de lancement avec un seul Dé de magie, un jet naturel de ‘1’ ou ‘2’ est toujours un échec, quels que soient les modificateurs.
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Master of Spellcrafting
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
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Master of Spellcrafting
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
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Master of Spellcrafting
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
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Alto magus
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Harnaché
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
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Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Contenidos
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Imbrigliato
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Peur
Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
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Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Bow
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Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
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Bow
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Bow
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Arco
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Bow
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Longbow
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Arc long
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Langbogen
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Longbow
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Arco Largo
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Arco Lungo
Portée 30", tir 1, Force 3, PA 0, tir de volée
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Arme lourde
Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d'armure mais sont faites au Palier d'initiative 0, quelle que soit l'Agilité du porteur.
Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
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Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir la règle « Parade ».
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Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arma de Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Light Armour
Armor +1
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Armure légère
Armure +1
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Leichte Rüstung
Armor +1
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Light Armour
Armor +1
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Armadura Ligera
Armor +1
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Armatura Leggera
armatura +1
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Heavy Armour
+2 Armor
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Armure lourde
+2 Armure
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Schwere Rüstung
+2 Armor
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Heavy Armour
+2 Armor
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Armadura Pesada
+2 Armor
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Armatura Pesante
armatura +2
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Dragonforged Armour
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.
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Armure du feu-dragon
Suit les règles de l’Armure lourde (peut être enchantée comme s’il s’agissait d’une Armure lourde).
De plus, le porteur gagne Ægide (2+, contre les Attaques enflammées) et Ægide (6+) mais le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
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Dragonforged Armour
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.
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Dragonforged Armour
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.
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Dragonforged Armour
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.
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Armatura draconica
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.
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Breath Attack
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Attaque de souffle
L'élément de figurine ne peut utiliser cette attaque qu'une fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu'une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir soit comme une Attaque de mêlée.
• Comme une Attaque de tir, normalement pendant la Phase de tir. Choisissez une cible en utilisant les règles normales des Attaques de tir. Elle peut être utilisée même si la figurine a effectué une Marche forcée pendant ce tour, et peut servir à Tenir la position et tirer en réponse à une charge. L'attaque a une portée de 6″.
• Comme une Attaque de mêlée, normalement pendant la Phase de mêlée. L'attaque est portée à l'Agilité de l'élément de figurine. Déclarez que vous utilisez l'Attaque de souffle quand vous allouez les attaques et désignez une unité en contact socle à socle à attaquer.
L'Attaque de souffle, que ce soit comme Attaque de tir ou de mêlée, inflige 2D6 touches automatiques à sa cible. La Force, la Pénétration d'armure et les Attributs d'attaque éventuels de ces touches sont données entre parenthèses, comme dans « Attaque de souffle (Force 4, Pénétration d'armure 1, Attaques enflammées) ». Quand plusieurs éléments de figurine de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément.
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Atemattacke
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Breath Attack
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Ataque de Aliento
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Attacco a Soffio
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Stomp Attacks
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Attaque de piétinement
Au palier d'initiative 0, un élément de figurine avec Attaques de piétinement doit choisir une figurine ennemie de Taille standard en contact socle à socle avec elle. L'unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être distribuées que sur des figurines de Taille standard (ignorez les figurines d'une taille différente lors de la distribution des touches). Elles sont résolus avec la Force et la Pénétration d'armure de l'élément de figurine.
Pour une figurine combinée, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Lorsque plusieurs figurines de la même unité ont cette Attaque spéciale et que X est un nombre aléatoire (par exemple Attaques de piétinement (1D6)), lancez le nombre de touches séparément.
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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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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Touches d'impact
Au palier d'initiative 10, un élément de figurine avec cette règle doit choisir une unité ennemie en contact socle à socle sur son Front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d'armure de l'élément de figurine attaquant.
Si une figurine dispose d'Attaques de broyage et de Touches d'impact, elle ne peut utiliser qu'une des deux règles au choix lors d'une même Manche de combat (le choix revient au joueur contrôlant la figurine). Seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d'une figurine combinée peuvent utiliser ses Touches d'impact. Quand plusieurs figurines d'une même unité utilisent cette règle, et si X est un nombre aléatoire (Touches d'impact (1D6) par exemple), déterminez le nombre de touches de chaque instance de la règle séparément.
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Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impactos por Carga
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Avant-garde
Après le Déploiement (y-compris des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″.
Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc.
La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité.
Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement.
Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur.
Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier.
Si les deux joueurs désirent faire des déplacements d'Avant-garde, ils alternent les déplacements, une unité après l'autre, en commençant par le joueur qui a fini de se déployer en dernier.
Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
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Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Elven Bolt Thrower
Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.
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Baliste elfique
Arme d’artillerie.
Cette arme peut tirer de deux manières différentes :
• Portée 48″, Tir 1, Fo 3 [6], PA 10, Attaque de zone (1×5), [Blessures multiples (1D3)].
• Portée 48″, Tirs 6, Fo 4, PA 2.
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Elven Bolt Thrower
Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.
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Elven Bolt Thrower
Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.
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Elven Bolt Thrower
Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.
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Balista elfica
Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.
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Hard Target
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Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher.
Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
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Schwieriges Ziel
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Hard Target
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Objetivo Difícil
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Bersaglio Difficile
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Mouvement ou tir
Attaques & Armes, Tir
Une attaque avec cette règle ne peut pas être utilisée si la figurine attaquante a effectué un Mouvement simple, une Marche forcée, une Reformation ou un Pivot pendant le Tour de joueur actuel.
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Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Mover o Disparar
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Muovere o Tirare
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Blessures multiples
Attaques & Armes, Mêlée
Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans « Blessures multiples (1D3) », lancez un dé pour chaque blessure concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la Caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille. Par exemple, si une attaque avec Blessures Multiples (1D6) blesse un Troll (PV 3), et qu'un '5' est
Sommaire 97 Règles spéciales
obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si l'unité de Troll avait déjà perdu un ou deux Points de vie précédemment dans la bataille.
Si Ailes Mutilées est précisé après la valeur X, toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle Vol est multipliée par X+1 plutôt que X.
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Multiple Lebenspunktverluste
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Heridas Múltiples (X)
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Ferite Multiple
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Lightning Reflexes
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Réflexes foudroyants
Attaques & Armes, Mêlée
L'attaque gagne un bonus de +1 pour toucher si c'est une attaque de corps à corps. Si l'élément de figurine porte une Arme lourde, ignorez ce modificateur mais l'élément de figurine attaque à son palier d'initiative normal à la place d'attaquer au palier d'initiative 0.
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Blitzartige Reflexe
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Lightning Reflexes
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Reflejos Relámpago
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Riflessi Fulminei
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Garde du corps
Un Personnage qui rejoint une unité qui contient au moins une figurine avec cette règle gagne la règle Tenace. Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
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Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Bouclier
+1 Armure
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Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires.
Toute armée se doit d'avoir quelques Unités de capture pour pouvoir disputer les Objectifs secondaires, c'est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d'armée par la présence d'un icône représentant un fanion :
La règle Capture peut être perdue au cours d'une partie :
● Une unité perd la règle Capture tant qu'elle est en fuite.
● Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
● Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu'à la fin du Tour de joueur.
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Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Unidad que Puntúa
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Charge dévastatrice
Attaques & Armes, Mêlée
Si un élément de figurine ayant cette règle charge (ou s'il utilise une arme avec cette règle), alors il gagne la Règle de figurine et les modificateurs de Caractéristique précisés entre parenthèses. Par exemple, une figurine en charge avec Charge dévastatrice (+1 Force, Attaques empoisonnées) gagne +1 en Force et des Attaques empoisonnées lors de sa charge. Cette règle est cumulative : une figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d'attaques et tous leurs modificateurs lorsqu'il charge.
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Vernichtender Angriff
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Carga Devastadora
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Carica Devastante
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Fight in Extra Rank
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Combat sur un rang supplémentaire
Attaques & Armes, Mêlée
L'élément de figurine avec cette règle (ou utilisant une arme avec cette règle) peut porter des Attaques de Soutien depuis un rang supplémentaire. Cela permettra normalement aux figurines avec cette règle de porter des attaques depuis les trois premiers rangs. Cette règle est cumulable, permettant à un rang supplémentaire d'attaquer pour chaque instance de la règle.
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Kämpft aus zusätzlichem Glied
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Fight in Extra Rank
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Luchar con Filas Adicionales
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Combattere su Rango Extra
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique. De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur.
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Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Coraje
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Course rapide
Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite.
En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
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Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Cover Volley
Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
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Tir de couverture
Attribut d’attaque – Tir.
Lorsqu’une unité ennemie déclare une charge contre une unité avec Discipline martiale, une unique unité alliée avec Tir de couverture peut immédiatement effectuer une Réaction à une charge de type « Tenir la position et tirer », conformément aux conditions et restrictions suivantes :
• La distance entre l’unité en charge et l’unité chargée doit être plus grande que la valeur de Mouvement simple de l’unité en charge (employez la valeur la plus basse s’il y en a plus d’une).
• L’unité avec Tir de couverture doit être à 12″ ou moins de l’unité chargée.
• Seules les figurines avec Tir de couverture peuvent tirer.
• L’unité doit « Tenir la position et tirer » avant que l’unité chargée ne déclare sa Réaction à la charge.
• Cette Réaction à la charge de type « Tenir la position et tirer » est résolue comme si l’ennemi avait déclaré une charge contre l’unité avec Tir de couverture dans sa position actuelle (appliquez les règles normales pour cette Réaction à une charge, c’est-à-dire que l’unité qui charge doit être localisée dans l’arc frontal de l’unité avec Tir de couverture, que cette dernière ne doit pas être en fuite ou Ébranlée, etc.).
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Cover Volley
Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
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Cover Volley
Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
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Cover Volley
Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
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Salva di copertura
Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors.
Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre son Bonus de rangs ou la règle Indomptable à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses.
Dans ce cas, la figurine n'est considérée comme possédant cette règle que lorsqu'elle interagit avec ce ou ces types de Décors.
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Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Martial Discipline
If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
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Discipline martiale
Si plus de la moitié de l'unité possède la règle Discipline martiale, leur Tests de discipline autres que Panique et
Moral, sont soumis à la règle Jet minimisé.
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Martial Discipline
If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
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Martial Discipline
If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
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Martial Discipline
If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
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Disciplina marziale
If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.
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Fae Miasma
Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Miasmes féeriques
Attribut d’attaque – Corps à corps, Tir
Cet Attribut d’attaque peut seulement être utilisé avec un Arc long ou une Paire d’armes.
Lorsqu’une unité est touchée par une ou plusieurs attaques portées avec cette règle, elle doit effectuer un Test de résistance pour chaque touche, en employant la Résistance de la plus grande fraction de l’unité (en cas d’égalité, utilisez la plus haute valeur de Résistance).
Si au moins l’un de ces tests échoue, toutes les figurines de l’unité sont affectées par les Miasmes féeriques jusqu’au début du prochain Tour du joueur actif.
Une figurine affectée par un ou plusieurs Miasmes féeriques subit une pénalité de −1 pour toucher (pour les Attaques de tir comme pour les Attaques de corps à corps).
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Fae Miasma
Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Fae Miasma
Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Fae Miasma
Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Miasma incantato
Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).
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Sky Reaper
Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
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Faucheuse des airs
Arme d'artillerie :
Portée 24", Tirs 4, Fo 5, PA 3, Tir rapide.
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Sky Reaper
Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
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Sky Reaper
Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
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Sky Reaper
Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
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Sky Reaper
Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
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Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Moonlight Arrows
Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
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Flèches du clair de lune
Attribut d’attaque – Tir
Cet Attribut d’attaque ne peut être employé qu’avec un Arc ou un Arc long sans Enchantement d’arme :
ses attaques gagnent Attaques enflammées et Attaques magiques, leur Force passe à 4 et leur Pénétration d’armure passe à 1.
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Moonlight Arrows
Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
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Moonlight Arrows
Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
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Moonlight Arrows
Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
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Frecce del chiaro di luna
Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Vol
La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
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Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Lion's Fur
If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.
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Fourrure de lion
S’il est à pied, le porteur gagne +1 en Armure, qui est amélioré à +2 en Armure contre les Attaques de tir.
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Lion's Fur
If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.
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Lion's Fur
If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.
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Lion's Fur
If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.
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Lion's Fur
If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.
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Frost
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
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Phénix de givre
Règle universelle.
La figurine gagne Ægide (5+), Sans peur et Surnaturel.
Les unités ennemies au contact d’un ou plusieurs Phénix de givre subissent −2 en Agilité, −2 en Capacité défensive et −2 en Capacité offensive.
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Frost
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
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Frost
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
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Frost
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
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gel
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Giant See, Giant Do
Universal Rule.
The model gains Light Armour and Martial Discipline.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Tirailleur
Une figurine avec la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang).
Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur.
Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité.
On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle de l'unité.
En dehors de cet écart entre les figurines, l'unité suit les règles normales et possède donc un Front, deux Flancs et un Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile.
De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place.
Une unité en formation tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille.
À moins qu'un Personnage n'ait exactement la même taille de socle que toutes les figurines ordinaires de l'unité, il est considéré comme ayant un socle incompatible lorsqu'il est placé dans l'unité.
L'unité cesse d'être en formation tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle si possible.
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Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Hostigadores
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Inanimate
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Inanimé
Mêlée
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir.
Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
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Unbelebt
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Inanimate
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Inanimado
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Inanimato
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
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Intrépide
La figurine est immunisée aux effets de la Peur. Si plus de la moitié des figurines de l'unité possède cette règle,
l'unité réussit automatiquement les Tests de panique causés par la Terreur.
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Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
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Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
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Valiant
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
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Valoroso
The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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Machine de guerre
Les Machines de guerre ne peuvent pas effectuer de Marche Forcée, déclarer des charges, poursuivre ou choisir de fuir en réaction à une charge.
Les Personnages ne peuvent jamais rejoindre une unité avec la règle Machine de guerre.
Un Personnage avec la règle Machine de guerre ne peut rejoindre aucune unité.
Si une Machine de guerre rate un test de Panique, elle ne fuit pas, mais est Ébranlée jusqu'à la fin du prochain Tour de joueur.
Une Machine de Guerre qui rate un test de Moral est détruite automatiquement.
Les Machines de guerre et les unités Engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat.
Quand une unité charge une Machine de guerre, son front peut être amené au contact de n'importe quel point du socle de la Machine (elle doit maximiser le nombre de figurines au contact socle à socle). Aucun mouvement d'alignement n'est autorisé.
Ignorez l'orientation de la Machine de Guerre (elle n'en a pas puisqu'elle a un socle rond).
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Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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Máquina de Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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Macchina da Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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Spear
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Lance
Les attaques portées avec une Lance gagnent Combat sur un rang supplémentaire et +1 en Pénétration d'armure.
Les Attaques de corps à corps d'un élément de figurine portant une Lance gagnent +2 en Agilité et un +1 additionnel en Pénétration d'armure durant la première Manche d'un combat où leur unité n'a pas chargé et n'est ni engagée de Flanc ni par l'Arrière.
La Cavalerie, les Bêtes et les Assemblages ne peuvent pas utiliser de Lance.
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Speer
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Spear
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Lanza
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Picca
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Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lance de cavalerie
Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+2 Force, +2 Pénétration d'armure).
L'Infanterie ne peut pas utiliser de Lance de cavalerie.
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Lanze
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lanza de Caballería
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lancia Pesante
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Light Lance
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Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+1 Force, +1 Pénétration d'armure).
L'Infanterie ne peut pas utiliser de Lance légère.
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Light Lance
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Light Lance
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Light Lance
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Lancia leggera
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Troupe légère
Une unité entièrement composée de figurines avec cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée.
Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée.
Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart.
Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement.
Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec l'unité.
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Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Tropas Ligeras
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Supernal
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Surnaturel
Toutes les attaques effectuées par cette figurine sont des Attaques magiques, y compris ses Attaques spéciales et Attaques écrasantes. De plus, la figurine gagne Instable, avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un Test de moral (les unités avec Tenace ou Indomptable ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) :
– Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable.
– Si le Test de moral est raté, suivez les règles habituelles d’Instable.
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Metaphysisch
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Supernal
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Superno
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Sovrannaturale
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Steady Aim
Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.
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Visée stable
Attribut d’attaque – Tir.
La figurine peut tirer du troisième rang (en plus des deux premiers) et elle ne souffre pas de la pénalité de −1 lors d’une Réaction à une charge de type « Tenir la position et tirer ».
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Steady Aim
Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.
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Steady Aim
Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.
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Steady Aim
Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.
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Mira sicura
Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.
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Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Présence imposante
La figurine gagne la règle Une tête au dessus. Elle ne peut jamais être rejointe ou rejoindre une unité, à moins que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
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Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Rage
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rage
Attribut d’attaque – Corps à corps.
Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d’Attaque.
Chaque fois qu’elle gagne un Point de vie, elle subit un malus de –1 en valeur d’Attaque.
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Rage
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rage
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rage
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rabbia
Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rebirth
Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)
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Renaissance
Règle universelle.
La première fois qu’un Phénix perd son dernier Point de vie, son propriétaire doit lancer 1D6. Sur un jet de 5+
(ou 3+ si la figurine a Gardien lié), le jet est réussi :
• Retirez la figurine comme perte normalement mais placez un marqueur au centre de la position finale de la figurine.
• Lors du prochain Tour de joueur, à l’étape 3 de la Phase de mouvement (après le Ralliement des unités), le Phénix est replacé sur le champ de bataille. Le centre de la figurine doit être placé à 3″ ou moins du marqueur et la figurine à plus d’1″ de toute autre unité ou Terrain infranchissable, orientée dans la direction de votre choix.
• Si le Phénix ne peut pas être placé tel que décrit ci-dessus, alors il ne pourra plus revenir en jeu.
• La figurine renaissante est la même que celle qui a quitté le jeu, y compris tous les effets en cours (comme les sorts l’affectant), à l’exception qu’elle ne revient qu’avec un seul Point de vie. Si elle fuyait lors de la
perte de son dernier Point de vie, elle compte comme venant de réussir son Test de ralliement (et est donc Ébranlée jusqu’à la fin du tour).
• La figurine ne donne pas de Points de victoire pour avoir été détruite tant qu’il lui reste des Points de vie à la fin de la partie.
Si le jet échoue, suivez les règles normales (retirez la figurine comme perte).
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Rebirth
Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)
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Rebirth
Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)
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Rebirth
Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)
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Rinascita
Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)
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Sword Sworn
Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
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Serment de l'épée
Attribut d’attaque – Corps à corps.
Un élément de figurine avec cette règle gagne +1 pour toucher quand il utilise une Arme lourde.
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Sword Sworn
Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
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Sword Sworn
Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
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Sword Sworn
Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
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Sword Sworn
Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.
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EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Alliage d'alchimiste
Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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Alliage stellaire
La première fois que la figurine du porteur subit une blessure nonsauvegardée venant d’une attaque avec la règle [b]Blessures multiples[/b], le nombre de Points de vie perdu estdivisé par deux (arrondi au supérieur).
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Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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Star Metal Alloy
The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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Metallo astrale
The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Cristal d’améthyste
Les jets de dissipation effectués par l’armée du porteur ont unmodificateur de +1.
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Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Amethyst Crystal
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Cristallo d'ametista
Dispelling rolls made by the bearer’s army gain a +1 modifier.
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Ring of the Pearl Throne
After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
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Anneau du Trône de perle
Après l’étape 4 d’une Manche de combat (après avoir accepté ou refusé un Duel), désignez(un seul choix) :– Un unique Objet spécial sur un Personnage ou un Champion en contact avec le porteur.– Un unique Objet spécial sur une figurine seule en contact avec le porteur.– Un unique Enchantement d’étendard porté par un Porte-étendard en contact avec le porteur.Cet Objet spécial est ignoré tant que la figurine ciblée est au contact du porteur de l’Anneau du Trône de perle. Ununique Objet spécial peut être affecté à la fois. Dans le cas où la figurine porte plusieurs instances de l’objet choisi,seule l’une d’elles est affectée.
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Ring of the Pearl Throne
After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
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Ring of the Pearl Throne
After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
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Ring of the Pearl Throne
After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
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Anello del Trono perlato
After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Appel du destin
Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
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Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Injection de basalte
Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Bâton de dragon
Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Bastone del drago
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Parchemin d'entrave
Usage unique. Peut être activé au début de la Phase de magie.
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs).
Cette figurine ne peut lancer ce sort durant cette Phase de magie.
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Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Pergamena vincolante
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Inscriptions bénies
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Iscrizioni benedette
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Grimoire de maîtrise cabalistique
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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Book of Meladys
Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
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Livre de Meladys
Une fois par Phase de magie, le porteur peut relancer un seul Dé demagie lorsqu’il lance un sort, tant qu’il ne s’agit pas d’un Fiasco. Lorsqu’il relance un ‘1’ naturel, le Dé de magierelancé compte quand même pour la règle [b]Crépitement[/b] (si la Tentative de lancement échoue), quelle que soitla valeur du second jet.
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Book of Meladys
Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
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Book of Meladys
Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
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Book of Meladys
Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
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Libro di Meladys
Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
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Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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Bottes du forestier
Uniquement figurines d'Infanterie de taille Standard.
Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (jusqu'à un maximum de respectivement 10 et 20).
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Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Boule de cristal
Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Sfera di cristallo
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Brise-bouclier
Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Frantuma scudi
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Charme de chance
Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Héritage magique
Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
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Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
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Lumière purifiante
Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
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Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
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Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
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Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
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Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
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Elu’s Heartwood
This weapon gains Shots 3, Str as user +1, AP as user +1, and [b]MagicalAttacks[/b].
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Cœur de bois d’Elu
Cette arme gagne Tirs 3, Fo de l’utilisateur +1, PA de l’utilisateur +1et [b]Attaque magique[/b].
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Elu’s Heartwood
This weapon gains Shots 3, Str as user +1, AP as user +1, and [b]MagicalAttacks[/b].
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Elu’s Heartwood
This weapon gains Shots 3, Str as user +1, AP as user +1, and [b]MagicalAttacks[/b].
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Elu’s Heartwood
This weapon gains Shots 3, Str as user +1, AP as user +1, and [b]MagicalAttacks[/b].
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Cuore del legno di Elu
This weapon gains Shots 3, Str as user +1, AP as user +1, and [b]MagicalAttacks[/b].
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Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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Coeur de héros
Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise.
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
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Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
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Nova Flare
Attacks made with this weapon gain [b]Devastating Charge (+1 Att)[/b] and[b]Lethal Strike[/b], and become [b]Divine Attacks[/b] and [b]Magical Attacks[/b].One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
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Explosion stellaire
Les Attaques portées avec cette arme gagnent [b]Attaque divine[/b], [b]Attaquemagique[/b], [b]Charge dévastatrice (+1 Att)[/b] et [b]Coup fatal[/b].Usage unique. Peut être activée au début de n’importe quelle Manche de combat. Le porteur est considéré commeayant chargé pour ce qui concerne la règle [b]Charge dévastatrice[/b].
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Nova Flare
Attacks made with this weapon gain [b]Devastating Charge (+1 Att)[/b] and[b]Lethal Strike[/b], and become [b]Divine Attacks[/b] and [b]Magical Attacks[/b].One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
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Nova Flare
Attacks made with this weapon gain [b]Devastating Charge (+1 Att)[/b] and[b]Lethal Strike[/b], and become [b]Divine Attacks[/b] and [b]Magical Attacks[/b].One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
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Nova Flare
Attacks made with this weapon gain [b]Devastating Charge (+1 Att)[/b] and[b]Lethal Strike[/b], and become [b]Divine Attacks[/b] and [b]Magical Attacks[/b].One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
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Conflagrazione stellare
Attacks made with this weapon gain [b]Devastating Charge (+1 Att)[/b] and[b]Lethal Strike[/b], and become [b]Divine Attacks[/b] and [b]Magical Attacks[/b].One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Couronne du roi-magicien
Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie.
Le porteur ne peut choisir le Sort héréditaire de son Armée.
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
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Couronne d'autocratie
Le porteur gagne +1 en Discipline.
Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10.
Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
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Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
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Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
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Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
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Corona dell'autarchia
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Crépuscule forgé
Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Daemon’s Bane
The wearer gains +2 Armour against Magical Attacks.
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Fléau des démons
Le porteur gagne +2 en Armure contre les [b]Attaquemagique[/b].
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Daemon’s Bane
The wearer gains +2 Armour against Magical Attacks.
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Daemon’s Bane
The wearer gains +2 Armour against Magical Attacks.
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Daemon’s Bane
The wearer gains +2 Armour against Magical Attacks.
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Flagello dei demoni
The wearer gains +2 Armour against Magical Attacks.
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Trompe-la-mort
Le porteur gagne +1 en Armure et la règle Régénération (4+).
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Dextérité surnaturelle
Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Destrezza ultraterrena
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Diadem of Protection
The bearer gains [b]Aegis (+2, max 4+)[/b].
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Diadème de protection
Le porteur gagne [b]Ægide (+2, max 4+)[/b].
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Diadem of Protection
The bearer gains [b]Aegis (+2, max 4+)[/b].
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Diadem of Protection
The bearer gains [b]Aegis (+2, max 4+)[/b].
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Diadem of Protection
The bearer gains [b]Aegis (+2, max 4+)[/b].
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Diadema di protezione
The bearer gains [b]Aegis (+2, max 4+)[/b].
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Gemme de feu dragon
Le porteur gagne la règle À l'épreuve du feu.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Gemma draconica
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Sliver of the Blazing Dawn
Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become [b]Magical Attacks[/b]. Each successful to-hit roll with this weaponcauses two hits instead of one.
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Éclat de l’aube flamboyante
Les Attaques portées avec cette armegagnent [b]Attaque magique[/b], +1 en Force et +2 en Pénétration d’armure. Chaque touche réussie cause deuxtouches au lieu d’une.
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Sliver of the Blazing Dawn
Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become [b]Magical Attacks[/b]. Each successful to-hit roll with this weaponcauses two hits instead of one.
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Sliver of the Blazing Dawn
Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become [b]Magical Attacks[/b]. Each successful to-hit roll with this weaponcauses two hits instead of one.
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Sliver of the Blazing Dawn
Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become [b]Magical Attacks[/b]. Each successful to-hit roll with this weaponcauses two hits instead of one.
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Scheggia d'alba ardente
Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become [b]Magical Attacks[/b]. Each successful to-hit roll with this weaponcauses two hits instead of one.
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Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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Essence de libre pensée
Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une.
Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
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Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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Essenza di una mente libera
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence de mithril
Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Gleaming Robe
The wearer gains [b]Aegis (3+)[/b] and itsArmour is [b]set[/b] to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
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Robe étincelante
Le porteur gagne [b]Ægide(3+)[/b], son Armure [b]passe[/b] à 1 et ne peut être améliorée. Si le porteur subit un Fiasco de type Feu sorcier ouBrasier magique, le nombre de touches est divisé par deux (arrondi au supérieur).
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Gleaming Robe
The wearer gains [b]Aegis (3+)[/b] and itsArmour is [b]set[/b] to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
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Gleaming Robe
The wearer gains [b]Aegis (3+)[/b] and itsArmour is [b]set[/b] to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
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Gleaming Robe
The wearer gains [b]Aegis (3+)[/b] and itsArmour is [b]set[/b] to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
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Veste scintillante
The wearer gains [b]Aegis (3+)[/b] and itsArmour is [b]set[/b] to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
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Glittering Lacquer
The bearer gains [b]Hard Target (1)[/b].
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Vernis scintillant
Le porteur gagne [b]Cible difficile(1)[/b].
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Glittering Lacquer
The bearer gains [b]Hard Target (1)[/b].
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Glittering Lacquer
The bearer gains [b]Hard Target (1)[/b].
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Glittering Lacquer
The bearer gains [b]Hard Target (1)[/b].
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Smalto fulgido
The bearer gains [b]Hard Target (1)[/b].
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Glyphe de saule
Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade.
Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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Tueuse de rois
Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur.
Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
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King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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Sterminatrice di re
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Manchons foudroyants
Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Vambraci del lampo
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Roc d'obsidienne
Le porteur gagne la règle Résistance à la magie (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Pietra d'ossidiana
The bearer gains Magic Resistance (2).
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Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion de force
Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
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Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion de rapidité
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
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Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Protection of Dorac
The wearer gains +2 Armour and +2 Defensive Skill.
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Protection de Dorac
Le porteur gagne +2 en Armure et +2 en Capacité défensive.
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Protection of Dorac
The wearer gains +2 Armour and +2 Defensive Skill.
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Protection of Dorac
The wearer gains +2 Armour and +2 Defensive Skill.
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Protection of Dorac
The wearer gains +2 Armour and +2 Defensive Skill.
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Protezione di Dorac
The wearer gains +2 Armour and +2 Defensive Skill.
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Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
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Sceptre de pouvoir
Dominant.
Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
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Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
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Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
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Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
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Scettro del potere
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman de protection
Le porteur gagne Ægide (5+).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talismano di protezione
The bearer gains Aegis (5+).
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Talisman of the Void
The bearer gains Channel (1).
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Talisman du Vide
Le porteur gagne Canalisation (1).
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Talisman of the Void
The bearer gains Channel (1).
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Talisman of the Void
The bearer gains Channel (1).
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Talisman of the Void
The bearer gains Channel (1).
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Talismano del vuoto
The bearer gains Channel (1).
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Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Touché par la grâce
Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d'arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
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Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Tocco di grandigia
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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EN | FR | DE | PL | ES | IT |
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Icône éthérée
L'unité du porteur gagne la règle Résistance à la magie (1).
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Icona d'etere
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Banner of Becalming
In the opponent’sMagic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from theopponent’s Veil Token pool and add one Veil Token to your Veil Token pool.
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Bannière d’apaisement
Durant la Phase de magie adverse, pendant l’étape 3 « Siphonner le Voile », avant de convertir les marqueurs « Voile »en Dés de magie, enlevez un marqueur « Voile » à votre adversaire et ajoutez-le à votre réserve.
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Banner of Becalming
In the opponent’sMagic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from theopponent’s Veil Token pool and add one Veil Token to your Veil Token pool.
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Banner of Becalming
In the opponent’sMagic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from theopponent’s Veil Token pool and add one Veil Token to your Veil Token pool.
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Banner of Becalming
In the opponent’sMagic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from theopponent’s Veil Token pool and add one Veil Token to your Veil Token pool.
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Stendardo della quiete
In the opponent’sMagic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from theopponent’s Veil Token pool and add one Veil Token to your Veil Token pool.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Bannière de Discipline
L'unité du porteur peut relancer ses Tests de panique ratés.
Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Insegna della disciplina
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Bannière de vitesse
Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Insegna della velocit
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Bannière de la compagnie infatigable
Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle.
Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur.
Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Insegna della compagnia implacabile
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Bannière ardente
Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur.
L'unité du porteur gagne la règle Attaques enflammées.
Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat.
Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Stendardo infuocato
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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War Banner of Ryma
R&F model parts without Harnessed in a unit with one or moreWar Banners of Ryma gain [b]Devastating Charge (+1 Str)[/b]. In addition, all Infantry models in the unit gain[b]Devastating Charge (+1″ Adv)[/b].
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Bannière de bataille de Rymâ
Les figurines ordinaires dans une unité avec uneou plusieurs Bannières de bataille de Ryma, gagnent [b]Charge dévastatrice (+1 Fo)[/b]. Les éléments de figurineavec [b]Harnaché[/b] ne sont pas affectés.De plus, toutes les figurines d’Infanterie gagnent [b]Charge dévastatrice (+1″ MS)[/b].
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War Banner of Ryma
R&F model parts without Harnessed in a unit with one or moreWar Banners of Ryma gain [b]Devastating Charge (+1 Str)[/b]. In addition, all Infantry models in the unit gain[b]Devastating Charge (+1″ Adv)[/b].
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War Banner of Ryma
R&F model parts without Harnessed in a unit with one or moreWar Banners of Ryma gain [b]Devastating Charge (+1 Str)[/b]. In addition, all Infantry models in the unit gain[b]Devastating Charge (+1″ Adv)[/b].
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War Banner of Ryma
R&F model parts without Harnessed in a unit with one or moreWar Banners of Ryma gain [b]Devastating Charge (+1 Str)[/b]. In addition, all Infantry models in the unit gain[b]Devastating Charge (+1″ Adv)[/b].
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Stendardo da guerra di Ryma
R&F model parts without Harnessed in a unit with one or moreWar Banners of Ryma gain [b]Devastating Charge (+1 Str)[/b]. In addition, all Infantry models in the unit gain[b]Devastating Charge (+1″ Adv)[/b].
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Bannière de la légion
L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Stendardo della legione
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Navigator’s Banner
R&F models in the bearer’s unit gain [b]Distracting[/b] in the FirstRound of Combat against attacks from enemies Engaged in the bearer’s unit’s Front Facing.
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Bannière du Navigateur
Les figurines ordinaires dans l’unité du porteur gagnent[b]Perturbant[/b] durant la première Manche de combat contre les attaques des ennemis engagés sur le front del’unité.
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Navigator’s Banner
R&F models in the bearer’s unit gain [b]Distracting[/b] in the FirstRound of Combat against attacks from enemies Engaged in the bearer’s unit’s Front Facing.
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Navigator’s Banner
R&F models in the bearer’s unit gain [b]Distracting[/b] in the FirstRound of Combat against attacks from enemies Engaged in the bearer’s unit’s Front Facing.
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Navigator’s Banner
R&F models in the bearer’s unit gain [b]Distracting[/b] in the FirstRound of Combat against attacks from enemies Engaged in the bearer’s unit’s Front Facing.
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Stendardo del navigatore
R&F models in the bearer’s unit gain [b]Distracting[/b] in the FirstRound of Combat against attacks from enemies Engaged in the bearer’s unit’s Front Facing.
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Stalker's Standard
The bearer’s unit gains Strider.
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Bannière du rôdeur
L'unité du porteur gagne la règle Guide.
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Stalker's Standard
The bearer’s unit gains Strider.
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Stalker's Standard
The bearer’s unit gains Strider.
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Stalker's Standard
The bearer’s unit gains Strider.
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Stendardo dell'oppressore
The bearer’s unit gains Strider.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Bannière lacérante
Cet Enchantement peut être activé au début d'une Manche de combat.
les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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