Correspondence of translations with another language
EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Full Steam Ahead!
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
|
À toute vapeur
Règle universelle.
La figurine ne peut effectuer qu’une unique Roue ou Pivot pendant une Marche forcée.
Si la figurine est en charge, elle doit poursuivre ou effectuer une Charge irrésistible si possible.
Si la figurine n’est pas en charge, elle réussit automatiquement son Test de réfrènement de poursuite ; ses Distances de poursuite et de Charge irrésistible durant la Phase de mêlée sont toujours de 0″.
|
Volldampf voraus!
Das Modell darf nur eine einzige Drehung oder einen Schwenk während einer Marschbewegung durchführen. Wenn das Modell angreift, [b]muss[/b] es verfolgen oder überrennen, falls möglich. Wenn das Modell nicht als angreifend gilt, besteht es [b]immer[/b] den Test zur Unterbindung der Verfolgung und seine Verfolgungsreichweite ist [b]immer[/b] 0".
|
Full Steam Ahead!
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
|
¡A Toda Máquina!
La miniatura puede realizar un único Giro o Pivote durante su Movimiento de Marcha. Si la miniatura está Cargando, [b]debe[/b] Perseguir o Arrasar siempre que sea posible. Si la miniatura no está Cargando, [b]siempre[/b] supera los Chequeos de Contención de Persecución y su Distancia de Persecución y Arrasamiento durante la Fase de Melé son [b]siempre[/b] 0".
|
A Tutto Vapore!
Durante un Movimento di Marcia, il modello può effettuare solo una singola Rotazione o Conversione. Se il modello è in Carica, [b]deve[/b] Inseguire o Sfondare se possibile. Se il modello non è in Carica, esso passa [b]sempre[/b] i Test di Disciplina per trattenersi e la sua Distanza di Inseguimento è [b]sempre[/b] 0".
|
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
|
Étreinte volcanique (X)
Les attaques portées par l’élément de figurine (y compris ses Attaques spéciales) gagnent Attaque enflammée et Attaque magique.
De plus, l’élément de figurine gagne Attaque de broyage (X), avec X correspondant à la valeur entre parenthèses.
Ces Attaques de broyage sont résolues avec Pénétration d’armure 10 et blessent toujours sur un résultat de dé supérieur ou égal à 7 − l’Armure de la figurine sur laquelle la touche est répartie. Un ‘6’ naturel est toujours une réussite, un ‘1’ naturel est toujours un échec
|
Volcanic Embrace
Der Modellteil erhält [b]Grind Attacks (X)[/b]. X entspricht dem Wert in Klammern. Die Stärke dieser Zermahlenattacken entspricht [b]immer[/b] der Rüstung des Modells auf das der Treffer verteilt wird und ihr Rüstungsdurchschlag ist auf 4 [b]gesetzt[/b]. Zusätzlich gelten Attacken, einschließlich Spezialattacken, die von dem Modellteil durchgeführt werden als [b]Flaming Attacks[/b] und [b]Magical Attacks[/b].
|
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
|
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
|
Abbraccio Vulcanico
Gli attacchi effettuati dalla parte di modello, inclusi gli Attacchi speciali, diventano [b]Attacchi Infuocati[/b] e [b]Attacchi Magici[/b]. Inoltre, la parte di modello ottiene [b]Attacchi Stritolanti (X)[/b], dove X è pari al valore tra parentesi. questi Attacchi stritolanti sono risolti con Penetrazione armatura 10 e feriscono [b]sempre[/b] con un tiro pari o superiore a 7 meno l'Armatura del modello su cui è stato distribuito il colpoquot;. Un risultato di '6' naturale ferisce [b]sempre[/b] e un risultato di '1' naturale fallisce [b]sempre[/b].
|
Riddle of the Lamassu
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 [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] 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.
|
Énigme du lamassu
Règle universelle.
La figurine est un Adepte magicien qui sélectionne deux sorts parmi Commandement de fer (Alchimie), Souffle de corruption (Occultisme), Épées flamboyantes (Pyromancie), Charme trompeur (Sorcellerie) et Damnation de Nezibkesh (Sort héréditaire).
Cette règle est une dérogation à la règle habituelle de Sélection des sorts pour un Adepte magicien.
Au début de l’étape 7 de la Séquence pré-partie (avant la Sélection des sorts), l’adversaire doit choisir entre Pouvoir et Sagesse :
• s’il choisit Pouvoir, la figurine gagne Canalisation (1) jusqu’à la fin de la partie;
• s’il choisit Sagesse, la figurine connaît un sort supplémentaire qu’elle doit sélectionner immédiatement dans la liste ci-dessus.
|
Rätsel des Lamassu
Das Modell ist ein Zauberadept, der 2 Zauber aus Word of Iron (Alchemy), Deceptive Glamour (Witchcraft), Pentagram of Pain (Occultism), Flaming Swords (Pyromancy), und Nezibkeshs Fluch (Hereditary Spell) wählt. Diese Regel ersetzt die normalen Zauberauswahlregeln verbunden mit Zauberadept. Vor der Zauberauswahl (zu Beginn von Schritt 7 der Spielvorbereitung), [b]muss[/b] der Gegner Macht oder Weisheit wählen. • Wenn der Gegner Macht wählt, erhält der Lamassu [b]Kanalisieren (1)[/b] für die Dauer des Spiels. • Wenn der Gegner Weisheit wählt, kennt das Modell einen zusätzlichen Zauber, der sofort aus der obigen Liste gewählt wird.
|
Riddle of the Lamassu
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 [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] 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.
|
Acertijo del Lamassu
La miniatura es un Hechicero Adepto que elige 2 hechizos de entre Palabra del Hierro (Alquimia), Belleza Engañosa (Brujería), Aliento de Corrupción (Ocultismo), Espadas Ígneas (Piromancia) y Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario) . Esto ignora las reglas habituales de Selección de Hechizos relacionadas con ser un Hechicero Adepto. Antes de la Selección de Hechizos (al inicio del paso 7 de la Secuencia Previa al Juego), el oponente [b]debe[/b] elegir Poder o Sabiduría: Si elige Poder, el Lamassu obtiene [b]Canalizar (1)[/b] durante el resto de la partida. Si elige Sabiduría, el Lamassu conoce un hechizo adicional elegido inmediatamente de la lista indicada previa- mente.
|
Enigma del Lamassu
Questo modello è un Mago Adepto che seleziona due incantesimi a scelta da Parola del Ferro (Alchemia), Alito di Corruzione (Occultismo), Spade Fiammeggianti (Piromanzia), Fascino Ingannevole (Stregoneria), e Maledizione di Nezibkesh (Incantesimo Ereditario). Questa regola prevale sulle normali regole di Selezione degli Incantesimi associate all'essere un Mago Adepto. Prima della Selezione degli Incantesimi (all'inizio del passo 7 della Sequenza Pre-Partita), l'avversario [b]deve[/b] scegliere Potere o Saggezza. • Se sceglie Potere, il Lamassu ottiene [b]Canalizzare (1)[/b] fino alla fine della partita. • Se sceglie Saggezza, il modello conosce un altro incantesimo, che seleziona dall'elenco degli incantesimi indicati qui sopra.
|
Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
|
Adepte magicien
- Connaît 2 sorts.
- Peut choisir entre les Sorts appris n°1, 2, 3 et 4 de la Voie choisie et le Sort héréditaire de son armée.
Le Magicien gagne la règle Canalisation (1) et sélectionne ses sorts comme décrit dans la partie Sélection des sorts.
|
Zauberadept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
|
Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
|
Hechicero Adepto
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
|
Mago Adepto
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
|
Aegis
|
Ægide
Ægide est une Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaque
divine 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.
|
Rettungswurf
|
Aegis
|
Égida
|
Egida
|
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.
|
Peur
Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact 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 et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
|
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.
|
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.
|
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.
|
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.
|
Bow
|
Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
|
Bogen
|
Bow
|
Arco
|
Arco
|
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
|
Arme lourde
À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au Palier d’initiative 0, quelle que soit l’Agilité du porteur.
|
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
|
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
|
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
|
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
|
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
|
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 figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
|
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
|
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
|
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
|
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
|
Light Armour
Armor +1
|
Armure légère
+1 en Armure
|
Leichte Rüstung
Armor +1
|
Light Armour
Armor +1
|
Armadura Ligera
Armor +1
|
Armatura Leggera
armatura +1
|
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.
|
Paire d'armes
À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
|
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.
|
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.
|
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.
|
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.
|
Crush Attack
|
Attaque écrasante
Corps à corps
À la fin de l’étape 4 de la Séquence d’une Manche de combat (juste après avoir provoqué et accepté les Duels), l’élément de figurine peut annoncer qu’il utilisera son Attaque écrasante au cours de cette Manche de combat. S’il le choisit, il effectue une unique Attaque de corps à corps, résolue au Palier d’initiative 0 avec Force 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) . Les restrictions suivantes s’appliquent aux Attaques écrasantes :
• Une Attaque écrasante ne peut pas être faite en tant qu’ Attaque de soutien .
• Une Attaque écrasante ne bénéficie jamais des armes et autres Attributs d’attaque de l’élément de figurine.
• L’élément de figurine ne peut porter aucune autre Attaque de corps à corps durant cette Manche de combat (y compris d’autres Attaques écrasantes, mais il peut toujours utiliser ses Attaques spéciales telles que Piétinement ou Touches d’impact).
|
Zerschmet- tern
|
Crush Attack
|
Ataque Aplastador
|
Attacco Distruttivo
|
Breath Attack
|
Attaque de souffle
L’élément de figurine ne peut utiliser cette attaque qu’une seule 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, si la figurine est engagée au combat, comme une Attaque de mêlée.
• Si la figurine n’est pas engagée au combat, elle s’utilise comme une Attaque de tir avec Tir en marche forcée :
choisissez une cible, conformément aux règles normales des Attaques de tir. Cette attaque peut être utilisée dans le cadre d’une Réaction à une charge de type « Tenir la position et tirer ». Elle a une portée de 6″. Un élément de figurine qui a à la fois une Attaque de souffle et une Arme de tir peut utiliser les deux au cours de la même Phase de tir, mais à condition de viser la même cible.
• Si la figurine est engagée au combat, elle s’utilise comme une Attaque de mêlée. L’attaque est portée au Palier d’initiative correspondant à l’Agilité de l’élément de figurine. Déclarez que vous utilisez l’Attaque de souffle au début de son Palier d’initiative, avant de lancer les dés pour toucher et désignez pour cible une unité en contact.
L’Attaque de souffle, qu’elle soit utilisée comme Attaque de tir ou comme Attaque de mêlée, inflige 2D6 touches à sa cible. La Force, la Pénétration d’armure et les éventuels Attributs d’attaque de ces touches sont donnés entre parenthèses pour chaque Attaque de souffle, comme par exemple Attaque de souffle (Fo 4, PA 1, Attaque enflammée ). Si plusieurs figurines de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément pour chaque figurine.
|
Atemattacke
|
Breath Attack
|
Ataque de Aliento
|
Attacco a Soffio
|
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
|
Attaque divine
Corps à corps
Les sauvegardes d’ Ægide réussies contre des attaques avec cette règle doivent être relancées.
|
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
|
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
|
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
|
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
|
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
|
Attaque enflammée
Corps à corps, Tir
Les attaques avec cette règle ignorent les sauvegardes de Fortitude et doivent relancer les jets pour blesser ratés contre les figurines avec Inflammable .
|
Flammenattacken
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
|
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
|
Ataques Flamígeros
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
|
Attacchi Infuocati
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
|
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).
|
Attaque magique
Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme Ægide (X, contre Attaque magique) .
|
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).
|
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).
|
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).
|
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).
|
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.
|
Attaque de broyage
Un élément de figurine avec Attaque 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.
Sommaire Séquence pré-partie Conditions de victoire 130 Terrains et décors Règles de figurines Index Si une figurine dispose d’Attaque de broyage et de Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
|
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.
|
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.
|
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.
|
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.
|
Stomp Attacks
|
Attaque de piétinement
Au Palier d’initiative 0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine.
Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle Harnaché peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
|
Niedertrampeln-Attacke
|
Stomp Attacks
|
Golpetazo
|
Attacchi di Calpestamento
|
Attached
|
Rattaché
|
Attached
|
Attached
|
Dependiente
|
Scorta
|
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.
|
Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact 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 à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
|
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.
|
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.
|
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.
|
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.
|
Commanding Presence
|
Présence impérieuse
Tous les Généraux gagnent la Règle universelle Présence impérieuse. Les figurines de toutes les unités, même celles en fuite, à 12″ ou moins d’une figurine alliée non en fuite avec Présence impérieuse peuvent emprunter la valeur de la Discipline de cette figurine (cette capacité suit les règles habituelles de Valeurs passant à un nombre spécifique et valeurs empruntées ), ce qui signifie que les effets qui modifient la valeur de la Discipline de la figurine avec Présence impérieuse sont appliqués avant qu’elle ne soit empruntée ; cette valeur de Discipline empruntée peut ensuite être modifiée).
|
Befehlsgewalt
|
Commanding Presence
|
Presencia de Mando
|
Aura di Comando
|
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.
|
Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur .
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 son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
|
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.
|
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.
|
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.
|
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.
|
Beast
|
Beast
|
Beast
|
Beast
|
Beast
|
Beast
|
Insignificant
|
Insignifiant
Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de Test de panique que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
|
Bedeutungslos
|
Insignificant
|
Insignificante
|
Insignificante
|
Firing Platform
The model can use Crush 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.
|
Plateforme de tir
Règle universelle.
La figurine ne peut utiliser son Attaque écrasante que contre les unités ennemies engagées contre son front.
Toutes les figurines dans la même unité que la figurine sont considérées comme bénéficiant d’un Couvert léger.
De plus, elles peuvent tracer des Lignes de vue à partir de n’importe quel point du front du Bastion infernal comme si elles étaient de taille Gigantesque lorsqu’elles tirent ou lancent des sorts. Dans ce cas, tant que l’unité compte au moins un Rang complet :
• jusqu’à 20 figurines de l’unité peuvent tirer. Ces figurines peuvent tirer quelle que soit leur position dans l’unité.
• Mesurez leur portée depuis le Bastion infernal.
|
Beschussplattform
Das Modell kann seine Zerschmetternattacken nur gegen gegnerische Einheiten verwenden, die an der Vorderkante des Modells im Nahkampf gebunden sind. Alle Modelle in der gleichen Einheit wie das Modell zählen als in leichter Deckung befindlich. Zusätzlich dürfen sie Sichtlinien von einem Punkt des Frontbereichs der Inferno-Bastei für Beschuss oder Zaubern ziehen und zählen dabei als Gigantisch. Solange die Einheit mindestens einen vollen Rang hat gilt dabei: • Maximal 20 Modelle können schießen. Diese Modelle können unabhängig vom Rang, in dem sie positioniert sind, schießen. • Messe ihre Reichweite von der Inferno-Bastei aus.
|
Firing Platform
The model can use Crush 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.
|
Plataforma de Disparo
La miniatura tan solo puede usar Ataques Aplastadores contra unidades enemigas Trabadas en su Encaramiento Frontal. Todas las miniaturas en la misma unidad que la miniatura se benefician de Cobertura Ligera. Además, al disparar o lanzar hechizos, pueden elegir trazar Línea de Visión como si fueran de Altura Gigantesca y desde cualquier punto del Encaramiento Frontal del Bastión Infernal. Si lo hacen, y siempre y cuando la unidad tenga al menos una Fila Completa: Un máximo de 20 miniaturas puede disparar. Estas miniaturas pueden disparar independientemente de en qué fila de la unidad estén. Mide el alcance desde cualquier punto de la peana del Bastión Infernal.
|
Piattaforma da Fuoco
Il modello può usare il suo Attacco Distruttivo solo contro unità nemiche Ingaggiate sul suo Fronte. Tutti i modelli nella stessa unità del modello sono considerati in Copertura Leggera. Inoltre, essi possono tracciare una Linea di Vista come se fossero Enormi, da qualsiasi punto del Fronte del Bastione Infernale quando utilizzano armi da tiro o lanciano incantesimi. In questo caso, finché l'unità possiede almeno un Rango Completo: • Fino a 20 modelli possono effettuare attacchi da tiro. Questi modelli possono tirare a prescindere dal rango in cui sono collocati. • Misura la loro gittata dal Bastione Infernale.
|
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.
|
Garde du corps
Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps 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.
|
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.
|
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.
|
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.
|
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.
|
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
|
Bouclier
+1 en Armure
Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
|
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
|
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
|
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
|
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
|
Higher Calibre
The minimum range and the maximum range of the model's Artillery Weapon are 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.
|
Calibre supérieur
Règle universelle.
Les portées minimales et maximales de l’Arme d’artillerie de la figurine sont doublées. Les unités ennemies touchées par l’arme subissent un malus de −1″ en valeur de Mouvement simple et −2″ en valeur de Marche forcée (jusqu’à un minimum respectivement de 3″ et 6″) jusqu’au début du prochain Tour de joueur allié.
|
Schweres Kaliber
Die maximale Reichweite der Artilleriewaffe des Modells ist verdoppelt. Feindliche Einheiten die von der Waffe getroffen werden erleiden -1"Bewegungsrate bis zu einem Minimum von 3" und -2" Marschrate bis zu einem Minimum von 6" bis zum Beginn des nächsten befreundeten Spielerzuges.
|
Higher Calibre
The minimum range and the maximum range of the model's Artillery Weapon are 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.
|
Mayor Calibre
Los alcances máximo y mínimo del Arma de Artillería de la miniatura se multiplican por dos. Las unidades enemigas impactadas por el arma sufren -1" Ritmo de Avance hasta un mínimo de 3" y -2" Ritmo de Marcha hasta un mínimo de 6" hasta el inicio del siguiente Turno de Jugador amigo.
|
Calibro incrementato
La gittata massima delle Armi d'artiglieria del modello è raddoppiata. Le unità nemiche colpite dall'arma subiscono -1" Avanzata, fino ad un minimo di 3" e -2" Marcia fino ad un minimo di 6". Questi effetti durano fino all'inizio del prossimo Turno del Giocatore amico.
|
Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
|
Charge dévastatrice
Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo, Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement et Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
|
Vernichtender Angriff
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
|
Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
|
Carga Devastadora
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
|
Carica Devastante
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
|
Chained Together
|
Chained Together
|
Chained Together
|
Chained Together
|
Chained Together
|
Chained Together
|
Keys to the Citadel
The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
|
Clefs de la citadelle
Règle universelle.
La figurine doit acheter des Enchantements d’arme pour deux de ses armes ordinaires. Le coût en points de l’un des Enchantements d’arme, le moins cher le cas échéant, est divisé par deux, en arrondissant au supérieur.
|
Schlüssel zur Zitadellel
Während Schritt 7 der Spielvorbereitung (Zauberauswahl) erhält das Modell kostenlos eine der folgenden Optionen: • Steinschlossaxt (2+) • Great Weapon • Infernowaffe • Paired Weapons Zusätzlich darf der Besitzer, ebenfalls während Schritt 7 der Spielvorbereitung, eine einzelne Waffenverzauberung aus dem Arkanen Kompendium oder diesem Armeebuch für eine beliebige der Waffen dieses Modells ohne zusätzliche Kosten auswählen. Diese Waffenverzauberung zählt nicht gegen das Budget für besondere Gegenstände dieses Modells.
|
Keys to the Citadel
The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
|
Llaves de la Ciudadela
La miniatura [b]debe[/b] elegir Encantamientos de Armas para dos de sus armas mundanas. El Coste en Puntos de el más barato de estos Encantamientos de Armas se divide a la mitad, redondeando fracciones hacia arriba.
|
Chiavi della Cittadella
Il modello [b]deve[/b] acquistare Incanti d'Arma per almeno due delle sue armi.
|
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
|
Conclave de magiciens
Le Champion d’une unité avec cette règle gagne +1 Point de vie, en plus de l’augmentation de valeur d’Attaque normalement associée aux Champions , et est un Adepte magicien . Il connaît jusqu’à deux sorts sélectionnés parmi les sorts prédéterminés, donnés dans le profil de l’unité. Cette règle fait exception à la règle de Sélection des sorts pour un Adepte magicien.
|
Zauberkonklave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
|
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
|
Cónclave Mágico
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
|
Conclave di Maghi
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
|
Construct
|
Construct
|
Construct
|
Construct
|
Construct
|
Construct
|
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.
|
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 .
|
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.
|
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.
|
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.
|
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.
|
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.
|
Course rapide
Une unité entièrement composée de figurines avec cette règle est soumise à la règle Jet maximisé pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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 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 règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
|
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.
|
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.
|
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.
|
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.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
|
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
|
Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat .
|
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
|
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
|
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
|
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
|
Disciplined
|
Disciplined
|
Disciplined
|
Disciplined
|
Disciplined
|
Disciplined
|
Quick to Fire
|
Tir rapide
Tir
Une attaque ayant cette règle ne subit pas la pénalité de −1 pour toucher de Tir en mouvement .
|
Schnell Schussbereit
|
Quick to Fire
|
Disparo Rápido
|
Rapido a Tirare
|
Dwarf
|
Dwarf
|
Dwarf
|
Dwarf
|
Dwarf
|
Dwarf
|
Emplacement
|
Emplacement
|
Emplacement
|
Emplacement
|
Emplacement
|
Emplacement
|
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
|
Terreur
Une unité dont plus de la moitié des figurines a cette règle est immunisée aux effets de la Terreur. Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit immédiatement faire un Test de panique ,
avant de déclarer sa Réaction à la charge. Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
|
Entsetzen
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
|
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
|
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
|
Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
|
Exclusive
|
Exclusif
|
Exclusive
|
Exclusive
|
Exclusivo
|
Esclusivo
|
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.
|
Repli tactique
Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle 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). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
|
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.
|
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.
|
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.
|
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.
|
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.
|
Flammes de l'industrie
La somme des valeurs de Flammes de l’industrie (FdI) de toutes les figurines de l’armée est limitée à 1 par tranche de 750 points d’armée (arrondie au supérieur).
|
Feuer der Industrie
Die Summe der in Klammern angegebenen Werte von Feuer der Industrie aller Modelle in der Armee ist begrenzt auf 1 je 750 Armeepunkte, wobei Brüche aufgerundet werden.
|
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.
|
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.
|
Fiamme della Fucina
La somma dei valori Fiamme della Fucina indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 750 Punti dell'esercito, arrotondando per eccesso.
|
First Strike
|
First Strike
|
First Strike
|
First Strike
|
First Strike
|
First Strike
|
Theocratic Litigators
The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
|
Théocratie juridique
Règle universelle.
L’unité du porteur et les unités ennemies en contact avec son unité gagnent Résistance à la magie (2).
Cela s’applique également aux sorts alliés. Cette valeur de Résistance à la magie ne peut pas être augmentée.
|
Theokratische Beschuldiger
Die Einheit des Trägers und jede gegnerische Einheit in Basekontakt mit der Einheit des Trägers erhält [b]Magic Resistance (2)[/b], die auch auf befreundete Zauber wirkt. Dieser Magieresistenzwert kann nicht erhöht werden.
|
Theocratic Litigators
The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
|
Fiscales Teocráticos
La unidad de de la miniatura y las unidades enemigas en contacto con peana con la unidad de la miniatura obtienen [b]Resistencia a la Magia (2)[/b] que también se aplica a hechizos amigos. El valor de esta Resistencia a la Magia no puede incrementarse.
|
Magistrati Teocrati
L'unità del modello e ciascuna unità a contatto di base con essa ottengono [b]Resistenza alla Magia (2)[/b], la quale si applica anche agli incantesimi amici. Questo valore di Resistenza alla Magia non può essere incrementato.
|
Oil Flasks
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
|
Flasques d'huile
Corps à corps, Tir
Si une ou plusieurs attaques simultanées avec cette règle touchent une unité, après avoir résolu ces attaques, celle-ci gagne un marqueur « Combustible »
|
Ölgefäße
Wenn eine oder mehr gleichzeitige Attacken mit Ölgefäßen trifft, erhält die Zieleinheit einen Entzündlich Marker nachdem die Attacken durchgeführt wurden oder zwei Entzündlich Marker, wenn die angreifende Einheit 3 oder mehr volle Glieder hat.
|
Oil Flasks
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
|
Frascos de Aceite
Si uno o más ataques simultáneos con Frascos de Aceite impactan, tras resolver estos ataques, la unidad objetivo obtiene un marcador de Incendiario.
|
Giare d'Olio
Se uno o più attacchi simultanei con Giare d'Olio colpiscono, l'unità bersaglio degli attacchi ottiene un Segnalino Incendiario dopo aver risolto questi attacchi.
|
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.
|
Vol
Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge , un Mouvement simple ou une Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la Règle du pouce d’écart à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
|
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.
|
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.
|
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.
|
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.
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
Flintlock Axe
Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe 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).
|
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
|
Fortitude
La Fortitude est une Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des Attaques enflammées ,
ni des attaques avec la règle Coup fatal pour lesquelles un ‘6’ a été obtenu pour blesser.
|
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
|
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
|
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
|
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
|
Fury
|
Fury
|
Fury
|
Fury
|
Fury
|
Fury
|
Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
|
Géant voit, géant fait
Règle universelle.
La figurine gagne Marque de la Fournaise et une Armure infernale.
|
Riese sehen, Riese machen
Das Modell erhält Infernorüstung und [b]Mal des Infernos[/b].
|
Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
|
Gigante Ve, Gigante Hace
La miniatura obtiene [b]Armadura Infernal[/b] y [b]Marca Infernal[/b].
|
Gigante Vede, Gigante Fa
Il modello ottiene Armatura Infernale e [b]Marchio Infernale[/b].
|
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.
|
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. Elle ne peut jamais terminer son mouvement à l’intérieur d’un Terrain infranchissable . Si cela devait être le cas, faites reculer l’unité jusqu’à sa dernière position autorisée (à moins qu’elle ne soit en fuite, auquel cas s’en tenir aux règles normales de « Mouvement de fuite », page 55 ).
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors.
|
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.
|
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.
|
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.
|
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.
|
Giant
|
Giant
|
Giant
|
Giant
|
Giant
|
Giant
|
Vassal Governor
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.
|
Gouverneur
Règle universelle.
Au début de leur Marche forcée, les unités alliées dont plus de la moitié des figurines est munie de Flasques d’huile à 12″ ou moins d’au moins une figurine avec Gouverneur gagnent +2″ en valeur de Marche forcée.
De plus, la figurine peut rejoindre les unités de Conscrits vassaux. Ceci remplace la restriction de la règle Insignifiant.
|
Vasallenherrscher
Befreundete Einheiten mit mehr als der Hälfte ihrer Modelle mit Ölgefäße innerhalb von 12" eines oder mehr Modelle mit Vasallenherrscher erhalten zu Beginn ihrer Marschbewegung +2" Marschrate. Zusätzlich darf sich das Modell Einheiten Einberufener Vasallen anschließen. Das ersetzt die entsprechende Beschränkung von Insignificant.
|
Vassal Governor
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.
|
Gobernador de Vasallos
Las unidades amigas con más de la mitad de sus miniaturas con Frascos de Aceite en un radio de 12" de una o más miniaturas con Gobernador de Vasallos al inicio de sus Movimientos de Marcha obtienen +2" Ritmo de Marcha. Además, la miniatura puede unirse a unidades de Levas de Vasallos. Esto ignora las restricciones habituales debidas a Insignificante.
|
Governatore
Le unità amiche con più della metà dei modelli dotati di Giare d'Olio entro 12" da uno o più modelli con Governatore all'inizio del proprio Movimento di Marcia ottengono +2" Marcia. Inoltre, il modello può aggregarsi alle unità di Leve del Vassallo. Questo prevale sulla restrizione di Insignificante.
|
Unstable
|
Instable
Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de Test de moral lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
|
Instabil
|
Unstable
|
Inestable
|
Instabile
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
|
Infernal Brand
The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, 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.
|
Marque de la Fournaise
La figurine gagne Présence impérieuse mais sa portée est de 6″ et seules les figurines avec Insignifiant peuvent en bénéficier.
De plus, les unités de taille Standard dont plus de la moitié de leurs figurines a Marque de la Fournaise doublent leurs Rangs complets lorsqu’elles perdent une Manche de combat pour la règle Indomptable lors de la première Manche de combat, à moins d’être en charge.
|
Mal des Infernos
Das Modell erhält [b]Befehlsgewalt[/b] mit den folgenden Beschränkungen: Dies hat eine Reichweite von 6" und nur Einheiten mit Bedeutungslos können davon profitieren. Einheiten mit Standardgröße, von denen mehr als die Hälfte der Modelle Mal des Infernos haben, verdoppeln die Anzahl ihrer vollen Ränge für Standhaft in der ersten Nahkampfrunde, es sei denn, sie zählen als angreifend.
|
Infernal Brand
The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, 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.
|
Marca Infernal
La miniatura obtiene [b]Presencia de Mando[/b] con las siguientes restricciones: tiene alcance 6" y solo beneficia a miniaturas con Insignificante. Además, al perder una Ronda de Combate, las unidades de Altura Estándar con más de la mitad de sus miniaturas con Marca Infernal cuentan como si tuvieran el doble de Filas Completas a efectos de ser Impasible durante la Primera Ronda de Combate, a menos que estén Cargando.
|
Marchio Infernale
Il modello ottiene [b]Aura di Comando[/b] con le seguenti limitazioni: ha una gittata di 6" e può influenzare solo i modelli Insignificanti. Inoltre, le unità di Altezza Normale con più di metà dei propri modelli che possiedono Marchio infernale raddoppiano il numero dei propri Ranghi Completi ai fini di Incrollabile durante il primo Round di Combattimento, a meno che esse non siano in Carica.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Infernal Weapon
Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
|
Kadim
|
Kadim
|
Kadim
|
Kadim
|
Kadim
|
Kadim
|
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.
|
Plateforme de guerre
À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle Personnage , avec les exceptions suivantes :
• Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées).
• Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité).
• Elle ne peut ni provoquer ni relever de Duel , ni utiliser la règle Faites place .
• Elle peut faire appel à la règle Mêlée tourbillonnante .
• Elle ne compte pas en tant que Personnage en ce qui concerne les règles Blessures multiples et Garde du corps (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps).
La figurine peut rejoindre des unités même si elle a la règle Présence imposante , et avoir la règle Char ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire 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, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
|
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.
|
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.
|
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.
|
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.
|
Spear
|
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 portées par une Lance gagnent +2 en Agilité et un +1 additionnel en Pénétration d’armure durant la première Manche d’un combat où l’unité de la figurine qui porte la Lance n’est pas en charge et n’est engagée ni de flanc, ni de dos.
Seules les figurines d’Infanterie peuvent utiliser une Lance.
|
Speer
|
Spear
|
Lanza
|
Picca
|
Light Lance
|
Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent Charge dévastatrice (+1 Fo, +1 PA) .
L’Infanterie ne peut pas utiliser de Lance légère.
|
Leichte Lanze
|
Light Lance
|
Lanza Ligera
|
Lancia Leggera
|
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.
|
Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et Marches forcées :
• L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
|
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.
|
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.
|
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.
|
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.
|
Weapon Master
|
Maître d'armes
À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
|
Waffenmeister
|
Weapon Master
|
Maestro de Armas
|
Maestro d'Armi
|
March and Shoot
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
|
Tir en marche forcée
Le fait d’avoir effectué une Marche forcée au cours du même Tour de joueur, tout en étant affecté par cette règle,
n’empêche pas l’attaque d’être portée – à moins que cette attaque ne soit également soumise à la règle Mouvement ou tir .
|
March and Shoot
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
|
March and Shoot
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
|
March and Shoot
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
|
March and Shoot
March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
|
Metal Armour
|
Metal Armour
|
Metal Armour
|
Metal Armour
|
Metal Armour
|
Metal Armour
|
Supernal
|
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.
|
Metaphysisch
|
Supernal
|
Superno
|
Sovrannaturale
|
Mount
|
Mount
|
Mount
|
Mount
|
Mount
|
Mount
|
Unbranded
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.
|
Non marqué
Règle universelle.
La figurine ne peut prendre aucun objet spécial de ce Livre d’armée et ne peut pas lancer Damnation de Nezibkesh (Sort héréditaire). Il ne peut pas rejoindre d’unité dont plus de la moitié des figurines a Marque de la Fournaise, ni d’unité d’Esclaves enchaînés.
|
Ungebrannt
Das Modell kann keine besonderen Gegenstände aus diesem Armeebuch wählen und kann nicht Curse of Nezibkesh (Hereditary Spell) wirken. Es kann sich nicht Einheiten, deren Modelle zu mehr als der Hälfte Mal des Infernos tragen oder Einheiten aus gefesselten Sklaven anschließen.
|
Unbranded
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.
|
Sin Marcar
La miniatura no puede elegir Objetos Especiales de este Libro de Ejército y no puede lanzar Maldición de Nezibkesh (Curse of Nezibkesh) (Hechizo Hereditario). No puede unirse a unidades con más de la mitad de sus miniaturas con Marca Infernal o unidades de Esclavos Encadenados.
|
Senza Marchio
Il modello non può prendere alcun Oggetto Speciale da questo Libro dell'Esercito, e non può lanciare Maledizione di Nezibkesh (Incantesimo ereditario). Inoltre, esso non può aggregarsi ad unità in cui più di metà dei modelli abbiano la regola Marchi Infernale o ad unità di Schiavi in Catene.
|
Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
|
Rage
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 souffre d'un malus de -1 en valeur d'Attaque.
|
Wutanfall
Immer wenn das Modell einen Lebenspunkt verliert, erhält es +1 Attackewert. Immer wenn das Modell einen Lebenspunkt erhält, erleidet es -1 Attackewert.
|
Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
|
Rabia
Cada vez que la miniatura pierda un Punto de Vida, obtiene +1 Valor de Ataques. Cada vez que obtenga un Punto de Vida, sufre -1 Valor de Ataques.
|
Rabbia
Ogni volta che il modello perde un Punto Vita, ottiene +1 Numero di Attacchi. Ogni volta che il modello ottiene un Punto Vita, perde -1 Numero di Attacchi.
|
Slave
|
Slave
|
Slave
|
Slave
|
Slave
|
Slave
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Unruly
|
Vassal
|
Vassal
|
Vassal
|
Vassal
|
Vassal
|
Vassal
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Weakness
|
Weakness
|
Weakness
|
Weakness
|
Weakness
|
Weakness
|
EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Breath of the Brass Bull
The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.
|
Souffle du Taureau d'airain
Ne peut pas être pris par une figurine avec Présence imposante ou Exclusif.
La figurine du porteur gagne +1 Point de vie et le porteur gagne Attaque de souffle (Attaque toxique).
|
Brodem des Bronzenen Bullen
Das Modell des Trägers erhält +1 Lebenspunkt und der Träger erhält [b]Breath Attack (Toxic Attacks)[/b].
|
Breath of the Brass Bull
The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.
|
Aliento del Toro de Latón
La miniatura del portador obtiene +1 Punto de Vida y el portador obtiene [b]Ataque de Aliento (Ataques Tóxicos)[/b].
|
Respiro del Toro d'Ottone
Il modello del portatore ottiene +1 Punto Vita e il portatore ottiene [b]Attacco a Soffio (Attacchi Tossici)[/b].
|
Ring of Desiccation
When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.
|
Anneau de dessiccation
Au début de chaque Manche de combat, toutes les unités ennemies au contact du porteur gagnent un marqueur « Combustible ».
|
Ring der Austrocknung
Zu Beginn jeder Nahkampfrunde erhält jede gegnerische Einheit in Basekontakt mit dem Modell des Trägers einen [b]Entzündlich[/b] Marker.
|
Ring of Desiccation
When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.
|
Anillo de Desecación
Al inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
|
Anello dell'Essiccazione
All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino [b]Incendiario[/b].
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Appel du destin
Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Injection de basalte
Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
|
Parchemin d'entrave
0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence 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 de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
|
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.
|
Blaze of Protection
Arm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.
|
Protection flamboyante
Le porteur gagne +3 en Armure. Toute figurine ennemie au contact de la figurine du porteur qui peut allouer au moins une attaque contre lui et qui ne le fait pas subit, après la résolution de ses Attaques de corps à corps, une touche de Force 4 et de Pénétration d’armure 0 avec Attaque enflammée, répartie sur la Réserve de Points de vie de la figurine.
Ceci est considéré comme une Attaque spéciale
|
Schützende Lohe
Der Träger erhält +1 Rüstung und [b]Fearless[/b] während er den Schild benutzt. Jedes gegnerische Modell in Basekontakt mit dem Träger, das eine oder mehr Nahkampfwaffenattacken auf den Träger verteilen könnte, dies aber nicht tut, erleidet, nachdem es seine Nahkampfwaffenattacken durchgeführt hat, einen Treffer mit Stärke 4, Rüstungsdurchschlag 1 und [b]Flaming Attacks[/b], verteilt auf den Lebenspunktevorrat des Modells. Dies gilt als Spezialattacke.
|
Blaze of Protection
Arm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.
|
Llamarada de Protección
El portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y [b]Ataques Flamígeros[/b] distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
|
Fiammata di Protezione
Il portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e [b]Attacchi Infuocati[/b], distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
|
Shield Breaker
+6 AP.
|
Brise-bouclier
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
|
Shield Breaker
+6 AP.
|
Shield Breaker
+6 AP.
|
Shield Breaker
+6 AP.
|
Frantuma scudi
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
|
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).
|
Œil du taureau
Les Attaques de corps à corps et de tir portées avec cette arme touchent automatiquement.
Ces touches sont toujours résolues avec Force 5 et Pénétration d’armure 10et Attaque magique.
L’Attaque de tir de l’arme voit sa Force passer à 5 (ignorez le modificateur de +1 en Force de la Hache-mousquet), l’Attaque de corps à corps de l’arme voit sa Force passer à la valeur de la Capacité offensive du porteur.
De plus, la valeur d’Attaque du porteur passe à 1 et les Attaques de corps à corps portées avec cette arme gagnent Blessures multiples (2).
|
Bullauge
Nahkampfwaffenattacken und Schussattacken mit dieser Waffe treffen automatisch. Diese Treffer werden mit Stärke 5, Rüstungsdurchschlag 10 und [b]Magical Attacks[/b] durchgeführt. Zusätzlich wird der Attackewert auf 1 [b]gesetzt[/b] und Nahkampfwaffenattacken mit dieser Waffe erhalten [b]Multiple Lebenspunktverluste (2)[/b].
|
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).
|
Ojo del Toro
Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se [b]establece[/b] en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen [b]Heridas Múltiples (2)[/b].
|
Occhio del Toro
Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è [b]fissata[/b] al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è [b]fissata[/b] a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è [b]fissato[/b] ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono [b]Ferite Multiple (2)[/b].
|
Mimic Cloak
Stand Behind
|
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.
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
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 knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Héritage magique
Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot 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.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Coeur de héros
Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
|
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).
|
Couronne du roi-magicien
Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
|
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).
|
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).
|
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).
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
|
Crépuscule forgé
Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés.
Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
|
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
|
Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
|
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. This cannot be used for Crush Attacks.
|
Dés de Lugar
Un unique élément de la figurine du porteur peut relancer un unique jet pour toucher, pour blesser ou de sauvegarde d’armure par Tour de joueur.
Cet Artéfact n’a aucun effet sur les Attaques écrasantes.
|
Lugars Würfel
Ein einzelner Modellteil des Trägers kann einen einzelnen misslungenen Trefferwurf, Verwundungswurf oder Rüstungswurf pro Spielerzug wiederholen. Zerschmettern Attacken sind davon nicht betroffen.
|
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. This cannot be used for Crush Attacks.
|
Dados de Lúgar
Una única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
|
Dadi di Lugar
Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Kadim Binding
Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.
|
Entrave de kadim
Les armes du porteur perdent la règle À deux mains si elles l’avaient.
Lorsqu’il utilise ce Bouclier, le porteur gagne Ægide (+1, contre Attaque enflammée, max. 3+) et Parade.
|
Kadim Fesselung
Die Waffen des Trägers verlieren Two-Handed, sofern sie es waren. Während er diesen Schild verwendet, erhält der Träger [b]Aegis (+1, gegen Flammenattacken, max. 2+)[/b] und [b]Parry[/b].
|
Kadim Binding
Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.
|
Kadim Confinado
Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene [b]Égida (+1, contra Ataques Flamígeros, máx. 3+)[/b] y [b]Parada[/b].
|
Vincolo di Kadim
L'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene [b]Egida (+1, contro Attacchi Infuocati, max 2+)[/b] e [b]Parata[/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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
|
Essence de libre pensée
Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
|
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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
|
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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
|
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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
|
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.
|
Flame of the East
Flaming Attacks and Volcanic Embrace (D3+1).
|
Flamme de l'Est
Le porteur gagne Étreinte volcanique (1D3) lorsqu’il utilise cette arme durant la Phase de mêlée.
|
Flamme des Ostens
Der Träger erhält [b]Volcanic Embrace (W3)[/b].
|
Flame of the East
Flaming Attacks and Volcanic Embrace (D3+1).
|
Llama Oriental
El portador obtiene [b]Aura Volcánica (1D3)[/b] durante la Fase de Melé mientras use esta arma.
|
Fiamma d'Oriente
Il portatore ottiene [b]Abbraccio Vulcanico (D3)[/b] nella Fase di Mischia mentre usa quest'arma.
|
Ghostly Guard
+2 Arm against non-Magical Attacks.
|
Protection fantômatique
Enchantement : Armure lourde et Armure de plates.
Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
|
Ghostly Guard
+2 Arm against non-Magical Attacks.
|
Ghostly Guard
+2 Arm against non-Magical Attacks.
|
Ghostly Guard
+2 Arm against non-Magical Attacks.
|
Ghostly Guard
+2 Arm against non-Magical Attacks.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Golden Idol of Shamut
If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).
|
Idole dorée de Shamut
Si la figurine du porteur est de type Infanterie, sa valeur de Mouvement simple passe à 4″ et sa valeur de Marche forcée passe à 12″.
De plus, le porteur peut lancer Gloire de l’or (Alchimie) comme un Sort lié avec un Niveau de puissance (4/8).
|
Shamuts goldener Götze
Wenn das Modell des Trägers Infanterie ist, wird seine Bewegungsrate auf 4" und seine Marschrate auf 12" [b]gesetzt[/b]. Zusätzlich kann der Träger Glory of Gold (Alchemy) als gebundenen Zauber mit Energiestufe (4/8) wirken.
|
Golden Idol of Shamut
If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).
|
Ídolo Dorado de Shamut
Si la miniatura del portador es de Infantería, su Ritmo de Avance se [b]establece[/b] en 4" y su Ritmo de Marcha se [b]establece[/b] en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
|
Idolo d'Oro di Shamut
Se il portatore è un modello di Fanteria, la sua Avanzata è [b]fissata[/b] a 4" e la sua Marcia è [b]fissata[/b] a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
|
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
|
Tueuse de rois
Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
|
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
|
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
|
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
|
Sterminatrice di re
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, 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.
|
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
|
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
|
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
|
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
|
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
|
Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
|
Mask of Ages
The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.
|
Masque des Âges
Figurines d’Infanterie uniquement.
Le porteur gagne Ægide (5+, contre les Attaques magiques), Ægide (5+, contre les Attaques spéciales) et Peur. De plus, le porteur doit relancer les jets pour toucher ratés de ses Attaques de corps à corps.
|
Maske der Äonen
Der Träger erhält [b]Fear[/b], [b]Rettungswurf (+1, gegen Nahkampfattacken)[/b] und [b]Battle Focus[/b]. Wenn das Modell des Trägers Infanterie ist, erhält es außerdem +1 Rüstung.
|
Mask of Ages
The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.
|
Máscara de las Eras
El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador [b]debe[/b] repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
|
Maschera delle Ere
Il portatore ottiene [b]Egida (5+, contro Attacchi Speciali)[/b], [b]Egida (5+, contro Attacchi Magici)[/b], e [b]Paura[/b]. Inoltre, Il bersaglio [b]deve[/b] ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
|
Onyx Core
Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
|
Noyau d'onyx
Enchantement : Arme de base ou Arme infernale.
Les attaques portées avec cette arme gagnent Attaque enflammée, Attaque magique et Blessures multiples (1D3, contre Inflammable).
De plus, leur Force passe toujours à 6.
|
Onyxkern
Attacken mit dieser Waffe erhalten [b]Flammenattacken[/b] und [b]Magische Attacken[/b] und [b]Multiple Lebenspunktverluste (W3, gegen brennbar)[/b].
|
Onyx Core
Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
|
Núcleo de Ónice
Los ataques realizados con esta arma son [b]Ataques Flamígeros[/b] y obtienen [b]Heridas Múltiples (1D3, contra Inflamable)[/b]. Además, su Fuerza se establece [b]siempre[/b] en 6.
|
Nucleo d'Onice
Gli attacchi effettuati con quest'arma diventano [b]Attacchi Infuocati[/b] [b]Attacchi Magici[/b] ed ottengono [b]Ferite Multiple (D3, contro Infiammabile)[/b]. Inoltre, la loro Forza è [b]fissata[/b] a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
|
Obsidian Rock
Magic Resistance (2).
|
Roc d'obsidienne
Le porteur gagne Résistance à la magie (2).
|
Obsidian Rock
Magic Resistance (2).
|
Obsidian Rock
Magic Resistance (2).
|
Obsidian Rock
Magic Resistance (2).
|
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
|
Potion of Swiftness
+3 Agi.
|
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.
|
Potion of Swiftness
+3 Agi.
|
Potion of Swiftness
+3 Agi.
|
Potion of Swiftness
+3 Agi.
|
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.
|
Sigil of Protection
+1 Arm.
|
Sigil of Protection
+1 Arm.
|
Sigil of Protection
+1 Arm.
|
Sigil of Protection
+1 Arm.
|
Sigil of Protection
+1 Arm.
|
Sigil of Protection
+1 Arm.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Spell Scroll (Wall Of Lead)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
|
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.
|
Tablette de Vezodinezh
Dominant. Magicien uniquement.
Chaque fois que le porteur tente de lancer un sort non lié avec au moins trois Dés de magie, un unique résultat naturel de ‘1’ ou ‘2’ est considéré comme un ‘3’ naturel à la place. Lorsque le porteur subit le Fiasco « Feu sorcier », considérez-le à la place comme un « Brasier magique ».
|
Vezodinezhs Tafel
Wenn der Träger versucht einen nichtgebundenen Zauber mit drei oder mehr Magiewürfeln zu wirken, behandele eine einzige gewürfelte '1' als eine natürliche '3'. Wenn der Träger einen Hexenfeuer Kontrollverlust erleiden würde, erleidet er stattdessen Magisches Inferno.
|
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.
|
Tablilla de Vezodinezh
Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
|
Tavola di Vezodinezh
Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
|
Talisman of Shielding
Aegis (5+).
|
Talisman de protection
Le porteur gagne Ægide (5+).
|
Talisman of Shielding
Aegis (5+).
|
Talisman of Shielding
Aegis (5+).
|
Talisman of Shielding
Aegis (5+).
|
Talismano di protezione
The bearer gains Aegis (5+).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
|
Talisman du Vide
Le porteur gagne Canalisation (1).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
|
Talismano del vuoto
The bearer gains Channel (1).
|
Touch of Greatness
+1 Str and +1 AP.
|
Touché par la grâce
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
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 néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
|
Touch of Greatness
+1 Str and +1 AP.
|
Touch of Greatness
+1 Str and +1 AP.
|
Touch of Greatness
+1 Str and +1 AP.
|
Tocco di grandigia
Attacks made with this 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).
|
Troll Tonic
Fortitude (5+).
|
Troll Tonic
Fortitude (5+).
|
Troll Tonic
Fortitude (5+).
|
Troll Tonic
Fortitude (5+).
|
Troll Tonic
Fortitude (5+).
|
Troll Tonic
Fortitude (5+).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Warding of Unity
Attached and Resistance (Melee Attacks).
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
|
EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Their Master's Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
• Model parts with Vassal gain Fury.
• The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
|
Bannière de subjugation
Cavalerie vassale et Conscrits vassaux uniquement.
Appliquez les effets suivants tant que l’unité du porteur est à 6″ ou moins d’une ou plusieurs figurines avec Marque de la Fournaise :
• Les figurines de l’unité du porteur sans Marque de la Fournaise gagnent Ardeur guerrière.
• Si l’unité du porteur est entièrement constituée de figurines sans Marque de la Fournaise elle peut relancer ses jets de Portée de charge ratés lors de la Phase de charge
|
Banner der Meister
Wende die folgenden Effekte an, solange die Einheit des Trägers innerhalb von 6" zu einem oder mehr Modellen mit Mal des Infernos ist • Modelle der Einheit des Trägers ohne Mal des Infernos erhalten [b]Schlachtfokus[/b]. • Wenn die Einheit des Trägers komplett aus Modellen ohne Mal des Infernos besteht, darf sie verpatzte Angriffswürfe in der Angriffsphase wiederholen.
|
Their Master's Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
• Model parts with Vassal gain Fury.
• The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
|
El Estandarte de su Amo
Mientras la unidad del portador esté en un radio de 6" de una o más miniaturas con Marca Infernal, las miniaturas en la unidad del portador sin Marca Infernal obtienen [b]Trance de Batalla[/b] y pueden repetir las tiradas de Alcance de Carga fallidas durante la Fase de Carga.
|
Il Vessillo del Padrone
Applica i seguenti effetti mentre l'unità del portatore è entro 6" da uno o più modelli con Marchio Infernale: • I modelli nell'unità del portatore senza Marchio Infernale ottengono [b]Estasi della Battaglia[/b]. • Se l'unità del portatore è composta interamente da modelli senza Marchio Infernale, essa può ripetere i tiri per la Distanza di Carica falliti nella Fase di Carica.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
|
Banner of the Twice-Branded
Models in the bearer’s unit gain Shoot in Extra Rank.
|
Bannière de la seconde Marque
Usage unique. Peut être activée à la fin de la Phase de charge, juste après que tous les Mouvements de charge ont été résolus. Si l’unité du porteur est chargée avec succès, elle peut effectuer une Reformation de combat (qui suit les règles normales de Reformation de combat).
|
Banner of the Twice-Branded
Models in the bearer’s unit gain Shoot in Extra Rank.
|
Banner of the Twice-Branded
Models in the bearer’s unit gain Shoot in Extra Rank.
|
Estandarte de los Doblemente Marcados
Un Solo Uso. Puede activarse al final de la Fase de Carga, inmediatamente después de haber resuelto todos los Movimientos de Carga. Si la unidad del portador ha Cargado de manera exitosa durante esta fase, puede realizar una Reorganización en Combate (siguiendo las reglas habituales de Reorganizaciones en Combate).
|
Stendardo del Secondo Marchio
L'unità del portatore non soffre il -1 per colpire dato dalla Reazione alla Carica Resistere e Tirare. Inoltre, alla fine della Fase di Carica, immediatamente dopo aver risolto tutti i Movimenti di Carica, l'unità del portatore può effettuare una Riorganizzazione in Combattimento (secondo le normali regole) se tutte le seguenti condizioni sono soddisfatte: • L'unità del portatore è composta interamente da modelli di Fanteria e/o Gruppi Artiglieria. • L'unità del portatore ha effettuato una Reazione alla Carica Resistere e Tirare in questa fase. • L'unità del portatore è stata caricata con successo durante questa fase.
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|
Stalker’s Standard
The bearer’s unit gains Strider.
|