Correspondence of translations with another language
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Volcanic Embrace
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
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Étreinte volcanique
Toutes les attaques de corps à corps des éléments de figurine avec la règle étreinte volcanique suivent les règles Attaques enflammées & Attaques Magique. De plus, au palier d'initiative 0, toute figurine ennemie en contact socle à socle avec au moins Un élément de figurine doté de cette règle subit une touche de Force 4, Pénétration d’armure 0, Attaques enflammées. Les figurines avec la règle étreinte volcanique ne peuvent pas bénéficier de la règle Régénération.
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Volcanic Embrace
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
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Volcanic Embrace
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
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Volcanic Embrace
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
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Abbraccio vulcanico
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.
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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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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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Tall
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Une tête au dessus
La figurine compte comme ayant une Taille supérieure d'un cran (jusqu'à Gigantesque) pour déterminer les Lignes de vue et les Couverts par rapport aux autres figurines de la même Taille sans la règle Une tête au dessus.
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Überragend
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Tall
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Alto
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Alto
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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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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Apprenti magicien
- Connaît 1 sort.
- Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts
.
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Zau- bernovize
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Aprendiz Hechicero
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Mago Apprendista
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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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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Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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Ardeur guerrière
Attaques & Armes, Mêlée
Si une attaque avec cette règle touche avec un résultat non modifié de '6', l'attaque inflige deux touches au lieu d'une.
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Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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Estasi della Battaglia
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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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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Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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Arme infernale
Arme de corps à corps.
Suit les règles d’Arme de base.
De plus, les attaques portées avec cette arme ont +1 en Force, +1 en Pénétration d’armure et Attaques magiques.
Cette arme ne peut pas être enchantée avec des Enchantements d’arme, sauf mention contraire.
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Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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Arma infernale
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
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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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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paire d'armes
Le porteur gagne +1 en Valeur d'attaque quand il utilise cette arme.
Les attaques portées avec une Paire d'armes gagnent +1 en Capacité offensive et ignorent la Parade. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
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Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Infernal Armour
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
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Armure infernale
Suit les règles d’Armure de plates (peut-être enchantée comme une Armure de plates).
Le porteur gagne Ægide (5+, contre les Attaques enflammées).
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Infernal Armour
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
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Infernal Armour
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
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Infernal Armour
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
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Armatura infernale
Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Arrogance
Universal Rule.
The model’s unit automatically passes Fear Tests.
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Flintlock Axe
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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Hache-mousquet
Arme de tir.
Portée 18″, Tir 1, Force 4, Pénétration d’armure 2.
Les attaques portées avec cette arme ne souffrent pas de pénalité lors d’une Réaction à une charge de type « Tenir la position et tirer ».
Si cette arme est utilisée comme Arme de corps à corps, les Attaques de corps à corps portées avec cette arme gagnent +1 en Force.
Une figurine utilisant cette arme ne peut pas utiliser de Bouclier contre des Attaques de mêlée.
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Flintlock Axe
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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Flintlock Axe
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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Flintlock Axe
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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Ascia detonante
0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
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Crush Attack
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Attaque écrasante
Attaques & Armes, Mêlée
L'élément de figurine avec cette règle, ou qui utilise une Arme avec cette règle, peut échanger toutes ses Attaques de corps à corps contre une unique Attaque de corps à corps.
Elle ne peut pas être portée comme Attaque de soutien. Elle est résolue au Palier d'initiative 0 avec une Force de 10, Pénétration d'armure 10 (quelles que soient l'Agilité, la Force et la Pénétration d'armure de la figurine) et la règle Blessures multiples (1D3+1).
Une Attaque écrasante ne bénéficie jamais des Armes et Attributs d'attaque de l'élément de figurine.
La figurine peut utiliser ses Attaques spéciales comme le Piétinement ou les Touches d'impact.
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Zerschmet- tern
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Crush Attack
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Ataque Aplastador
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Attacco Distruttivo
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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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Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
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Attaque divine
Attaques & Armes, Mêlée
Les Sauvegardes d'Ægide réussies contre des attaques avec cette règle doivent être relancées.
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Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
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Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
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Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
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Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
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Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Attaque enflammée
Attaques & Armes, Mêlée, Tir
Les attaques avec cette règle n'ont habituellement pas d'effet particulier, mais il existe des interactions avec d'autres règles comme Inflammable ou Régénération.
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Flammenattacken
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Ataques Flamígeros
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Attacchi Infuocati
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Attaque magique
Attaques & Armes, Mêlée, Tir
Les attaques avec cette règle n'ont habituellement pas d'effet particulier, mais il existe des interactions avec d'autres règles comme D'outre-monde. Un élément de figurine avec cette règle l'applique aussi à toutes ses Attaques spéciales, comme le Piétinement, les Touches d'impact ou l'Attaque de souffle.
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Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Attaque de broyage
Un élément de figurine avec « Attaques de broyage » porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie
en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X).
Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine.
Si une figurine dispose d’« Attaques de broyage » et de Touches d’impact
, elle ne peut utiliser qu’une seule de ces deux
règles au choix lors d’une même Manche de combat. Quand plusieurs éléments de figurine de la même unité utilisent
cette règle, et si X est un nombre aléatoire (par exemple, « Attaques de broyage (2D3) »), déterminez séparément le
nombre de touches de chacune de ces « Attaques de broyage »
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Zermahlen
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Ataques Pulverizadores
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Attacchi Stritolanti
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), 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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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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Insignificant
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Insignifiant
Les unités composées entièrement de figurines avec cette règle ne provoquent pas de tests de Panique chez les unités alliées sans cette règle. Seuls les Personnages avec la règle Insignifiant peuvent rejoindre des unités avec cette règle.
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Bedeutungslos
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Insignificant
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Insignificante
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Insignificante
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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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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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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Bound or Broken
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.
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Flammable
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Inflammable
Les jets pour blesser ratés des attaques avec l'Attribut d'attaque Attaques enflammées dirigées contre la figurine Inflammable doivent être relancés.
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Brennbar
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Flammable
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Inflamable
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Infiammabile
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Cannot be Stomped
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Ne peut être piétiné
Une figurine avec cette règle n’est jamais considérée d’une taille Standard contre les Attaques de piétinement d’une figurine ennemie.
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Kann nicht getrampelt werden
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Cannot be Stomped
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Inmune a Golpetazos
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Non Può Essere Calpestato
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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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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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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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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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Enslaved Porters
Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.
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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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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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Firing Platform
Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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First Amongst Inferiors
Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.
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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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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Full Steam Ahead!
Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Furnace Breach
Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.
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Giant See, Giant Do
Universal Rule.
The model gains Infernal Armour and Infernal Brand
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Géant voit, géant fait
Règle universelle.
La figurine gagne Élu d’Ashuruk .
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Giant See, Giant Do
Universal Rule.
The model gains Infernal Armour and Infernal Brand
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Giant See, Giant Do
Universal Rule.
The model gains Infernal Armour and Infernal Brand
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Giant See, Giant Do
Universal Rule.
The model gains Infernal Armour and Infernal Brand
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Gigante vede, gigante fa
Universal Rule.
The model gains Infernal Armour and Infernal Brand
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Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
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Mouvement spectral
La figurine traite tous les Décors comme un Terrain découvert pour ses déplacements, mais doit respecter la Règle du pouce d'écart lorsqu'elle termine son mouvement.
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Körperlose Bewegung
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
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Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
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Paso Fantasmal
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
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Passo Fantasma
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
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Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Haine
Attaques & Armes, Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
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Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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Higher Calibre
Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.
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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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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indémoralisable
La figurine gagne la règle Sans peur et réussit automatiquement ses tests de Moral. Un Personnage avec cette règle ne peut rejoindre qu'une unité ayant cette règle, et une unité avec la règle Indémoralisable ne peut être rejointe que par des Personnages ayant cette règle.
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Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Infernal Brand
The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
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Not a Leader
The model cannot be the General.
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Pas un meneur
La figurine ne peut en aucun cas devenir le Général de l'armée.
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Kein Anführer
The model cannot be the General.
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Not a Leader
The model cannot be the General.
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No un Líder
The model cannot be the General.
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Non un Capo
The model cannot be the General.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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Keys to the Citadel
Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.
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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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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Plateforme de guerre
À moins qu'elle ne soit sélectionnée comme Monture pour un Personnage, une figurine avec Plateforme de guerre gagne les règles Pas un meneur et Personnage, avec les exceptions suivantes :
- Elle ne compte pas dans la catégorie Personnages (pour la création de Listes d'armées).
- Elle ne peut ni lancer ni relever un Duel ou utiliser la règle Faites place.
- Elle peut utiliser la règle Mêlée tourbillonnante.
- Elle ne compte pas en tant que Personnage en ce qui concerne la règle Garde du corps et les Blessures multiples.
La figurine peut rejoindre des unités même si elle a la règle Présence imposante, et avoir Char ne l'empêche pas de joindre des unités sans la règle Char. Lorsqu'elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant peut-être d'autres figurines avec la règle Au premier rang, et doit toujours rester au centre du premier rang (tant qu'elle se trouve dans l'unité). Si deux positions sont centrales dans l'unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la Plateforme de guerre peut être placée dans l'une ou l'autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang (par exemple en raison de socles incompatibles ou si le premier rang est trop étroit), la figurine ne peut pas rejoindre l'unité. Cela signifie qu'une Plateforme de guerre ne peut jamais rejoindre une unité avec des socles incompatibles et qu'une seule Plateforme de guerre peut être dans la même unité, sauf indication contraire.
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Kriegsplattform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Piattaforma di Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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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 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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Weapon Master
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Maître d'armes
Mêlée
Au début de chaque Manche de combat, l'élément de figurine peut choisir avec quelle arme il va combattre. Cela lui permet notamment de choisir son Arme de Base même s'il dispose d'autres armes standards. S'il possède une Arme avec un Enchantement d'arme, il doit par contre l'utiliser.
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Waffenmeister
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Weapon Master
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Maestro de Armas
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Maestro d'Armi
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
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Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its 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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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Oil Flasks
Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
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Parry
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Parade
Si un adversaire attaque le Front d'une figurine possédant la règle Parade, celle-ci peut l'utiliser contre ses Attaques de corps à corps.
La figurine gagne +1 en Compétence défensive, ou sa Compétence défensive est toujours égale à la Compétence offensive de l'attaquant, selon celle qui est la plus élevée.
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Parieren
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Parry
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Parada
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Parata
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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Prophet of Lugar
Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below
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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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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Riddle of the Lamassu
Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
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Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
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Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
|
Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
|
Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
|
Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
|
Searing Heat
Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
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Solitary
The model may never join units or be joined by other Characters
|
Solitary
The model may never join units or be joined by other Characters
|
Solitary
The model may never join units or be joined by other Characters
|
Solitary
The model may never join units or be joined by other Characters
|
Solitary
The model may never join units or be joined by other Characters
|
Solitary
The model may never join units or be joined by other Characters
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Theocratic Litigators
Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Unbranded
Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Governor
Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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Vassal Slingshot
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
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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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Ring of Desiccation
At the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one [b]Incendiary[/b] marker.
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Anneau de dessiccation
Au début de chaque Manche de combat, toutes les unités ennemiesau contact du porteur gagnent un marqueur « Combustible ».
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Ring of Desiccation
At the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one [b]Incendiary[/b] marker.
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Ring of Desiccation
At the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one [b]Incendiary[/b] marker.
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Ring of Desiccation
At the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one [b]Incendiary[/b] marker.
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Anello dell'essiccazione
At the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one [b]Incendiary[/b] marker.
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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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Blaze of Protection
The wearer gains +3 Armour. Every enemy model in base contact with the wearer’s model that could allocate one or more Close Combat Attacks towards it but doesn’t, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model’s Health Pool. This is considered a Special Attack.
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Protection flamboyante
Lorsque leporteur utilise ce Bouclier, il gagne +1 en Armure et [b]Sans peur[/b]. Toute figurine ennemie au contact du porteurqui peut allouer au moins une attaque contre lui et qui ne le fait pas subit, après la résolution de ses Attaques decorps à corps, une touche de Force 4 et de Pénétration d’armure 0 avec [b]Attaque enflammée[/b], répartie sur laRéserve de Points de vie de la figurine. Ceci est considéré comme une Attaque spéciale.
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Blaze of Protection
The wearer gains +3 Armour. Every enemy model in base contact with the wearer’s model that could allocate one or more Close Combat Attacks towards it but doesn’t, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model’s Health Pool. This is considered a Special Attack.
|
Blaze of Protection
The wearer gains +3 Armour. Every enemy model in base contact with the wearer’s model that could allocate one or more Close Combat Attacks towards it but doesn’t, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model’s Health Pool. This is considered a Special Attack.
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Blaze of Protection
The wearer gains +3 Armour. Every enemy model in base contact with the wearer’s model that could allocate one or more Close Combat Attacks towards it but doesn’t, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model’s Health Pool. This is considered a Special Attack.
|
Blaze of Protection
The wearer gains +3 Armour. Every enemy model in base contact with the wearer’s model that could allocate one or more Close Combat Attacks towards it but doesn’t, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model’s Health Pool. This is considered a Special Attack.
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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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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″.
|
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.
|
Breath of the Brass Bull
The bearer’smodel gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
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Souffle du Taureau d’airain
La figurine du porteur gagne +1 Point de vie et le porteur gagne [b]Attaque de souffle (Attaque toxique)[/b].
|
Breath of the Brass Bull
The bearer’smodel gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
|
Breath of the Brass Bull
The bearer’smodel gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
|
Breath of the Brass Bull
The bearer’smodel gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
|
Breath of the Brass Bull
The bearer’smodel gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
|
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+.
|
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+.
|
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+.
|
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+.
|
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+.
|
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
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.
|
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
|
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.
|
Héritage magique
Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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).
|
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″.
|
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″.
|
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.
|
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.
|
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.
|
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.
|
Onyx Core
Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
|
Noyau d’onyx
Les attaques portées avec cette arme gagnent [b]Blessures multiples(1D3, contre Inflammable)[/b] et [b]Manifestation kadim[/b].
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Onyx Core
Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
|
Onyx Core
Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
|
Onyx Core
Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
|
Cuore di onice
Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
|
Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit,to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
|
Dés de Lugar
Un unique élément de la figurine du porteur peut relancer un unique jet pourtoucher, pour blesser ou de sauvegarde d’armure par Tour de joueur. Cet Artéfact n’a aucun effet sur les [b]Attaquesécrasantes[/b].
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Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit,to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
|
Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit,to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
|
Lugar’s Dice
A single model part of the bearer’s model can reroll a single failed to-hit,to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
|
Dadi di Lugar
A single model part of the bearer’s model can reroll a single failed to-hit,to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
|
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+).
|
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.
|
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.
|
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.
|
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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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.
|
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
|
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
|
Gemma draconica
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Kadim Binding
The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max.2+)[/b] and [b]Parry[/b].
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Entrave de kadim
Les armes du porteur perdent la règle [b]À deux mains[/b] si elles l’avaient. Lorsqu’il utilise ce Bouclier, leporteur gagne [b]Ægide (+1, contre Attaque enflammée, max. 2+)[/b] et [b]Parade[/b].
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Kadim Binding
The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max.2+)[/b] and [b]Parry[/b].
|
Kadim Binding
The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max.2+)[/b] and [b]Parry[/b].
|
Kadim Binding
The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max.2+)[/b] and [b]Parry[/b].
|
Vincoli Kadim
The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max.2+)[/b] and [b]Parry[/b].
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
|
Essence de mithril
Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
|
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
|
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
|
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
|
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Eye of the Bull
Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
|
Flame of the East
The wielder gains Volcanic Embrace (D3) while using this weapon.
|
Flamme de l’Est
Le porteur gagne [b]Étreinte volcanique(2D3)[/b]. S’il avait déjà [b]Étreinte volcanique (X)[/b], augmentez « X » de 2D3 à la place. Ces 2D3 [b]Attaques debroyage[/b] sont résolues même si la figurine du porteur a utilisé des [b]Touches d’impact[/b] lors de la mêmeManche de combat.
|
Flame of the East
The wielder gains Volcanic Embrace (D3) while using this weapon.
|
Flame of the East
The wielder gains Volcanic Embrace (D3) while using this weapon.
|
Flame of the East
The wielder gains Volcanic Embrace (D3) while using this weapon.
|
Flame of the East
The wielder gains Volcanic Embrace (D3) while using this weapon.
|
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
|
Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
|
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
|
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
|
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
|
Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
|
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
|
Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
|
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
|
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
|
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
|
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Golden Idol of Shamut
If the bearer’s model is Infantry, its Advance Rate is [b]set[/b] to 4″and its March Rate is [b]set[/b] to 12″. In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell withPower Level (4/8).
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Idole dorée de Shamut
Si la figurine du porteur est de type Infanterie, sa valeur deMouvement simple [b]passe[/b] à 4″ et sa valeur de Marche forcée [b]passe[/b] à 12″. De plus, le porteur peut lancerGloire de l’or (Alchimie) comme un Sort lié avec un Niveau de puissance (4/8).
|
Golden Idol of Shamut
If the bearer’s model is Infantry, its Advance Rate is [b]set[/b] to 4″and its March Rate is [b]set[/b] to 12″. In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell withPower Level (4/8).
|
Golden Idol of Shamut
If the bearer’s model is Infantry, its Advance Rate is [b]set[/b] to 4″and its March Rate is [b]set[/b] to 12″. In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell withPower Level (4/8).
|
Golden Idol of Shamut
If the bearer’s model is Infantry, its Advance Rate is [b]set[/b] to 4″and its March Rate is [b]set[/b] to 12″. In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell withPower Level (4/8).
|
Golden Idol of Shamut
If the bearer’s model is Infantry, its Advance Rate is [b]set[/b] to 4″and its March Rate is [b]set[/b] to 12″. In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell withPower Level (4/8).
|
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.
|
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.
|
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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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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Tablet of Vezodinezh
When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’. If the bearer would suffer a Witch fire Miscast effect, treat it as Magical Inferno instead.
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Tablette de Vezodinezh
Chaque fois que le porteur tente de lancer un sort non lié avecau moins trois Dés de magie, un unique résultat de ‘1’ est considéré comme un ‘3’ à la place. Lorsque le porteur subitle Fiasco « Feu sorcier », considérez-le à la place comme un « Brasier magique ».
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Tablet of Vezodinezh
When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’. If the bearer would suffer a Witch fire Miscast effect, treat it as Magical Inferno instead.
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Tablet of Vezodinezh
When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’. If the bearer would suffer a Witch fire Miscast effect, treat it as Magical Inferno instead.
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Tablet of Vezodinezh
When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’. If the bearer would suffer a Witch fire Miscast effect, treat it as Magical Inferno instead.
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Tablet of Vezodinezh
When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’. If the bearer would suffer a Witch fire Miscast effect, treat it as Magical Inferno instead.
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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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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 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.
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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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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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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this phase.
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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this phase.
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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this phase.
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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this phase.
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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this phase.
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Banner of the Twice-Branded
The bearer’s unit does not suffer the −1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer’s unit may perform a Combat Reform (following the
normal rules for Combat Reforms) if all of the following conditions are met:
• The bearer’s unit consists entirely of Infantry models and/or Gunnery Teams.
• The bearer’s unit performed a Stand and Shoot Charge Reaction during this phase.
• The bearer’s unit was successfully Charged during this 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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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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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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Their Master’s Banner
Apply the following effects while the bearer’s unit is within 6″ of one or more models with Infernal Brand
• Models in the bearer’s unit without Infernal Brand gain Battle Focus.
• If the bearer’s unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
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Épreuve d’Ashuruk
L’unité du porteur et toutes les unités en contact avec l’unité du porteurgagnent [b]Résistance à la magie (2)[/b]. Cette [b]Résistance à la magie[/b] s’applique aussi aux sorts alliés. Lavaleur de cette [b]Résistance à la magie[/b] ne peut pas être augmentée.
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within 6″ of one or more models with Infernal Brand
• Models in the bearer’s unit without Infernal Brand gain Battle Focus.
• If the bearer’s unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within 6″ of one or more models with Infernal Brand
• Models in the bearer’s unit without Infernal Brand gain Battle Focus.
• If the bearer’s unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within 6″ of one or more models with Infernal Brand
• Models in the bearer’s unit without Infernal Brand gain Battle Focus.
• If the bearer’s unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
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Their Master’s Banner
Apply the following effects while the bearer’s unit is within 6″ of one or more models with Infernal Brand
• Models in the bearer’s unit without Infernal Brand gain Battle Focus.
• If the bearer’s unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
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Icon of Ashuruk
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Icon of Ashuruk
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Icon of Ashuruk
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Icon of Ashuruk
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Icon of Ashuruk
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Icon of Ashuruk
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