Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
Aether Battery
|
Batterie éthérée
|
Aether Battery
|
Aether Battery
|
Batería de Éter
|
Accumulatore d’Etere
|
Aether Battery
|
Aether Battery
|
|
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
|
Rôdeur du Voile
pour chaque sort lancé avec succès lors de la Phase de magie précédente de votre adversaire, les jets d’Embuscade de cette unité gagnent une instance de maximisé.
|
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
|
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
|
Acechador del Velo
Por cada hechizo lanzado con éxito en la Fase de Magia anterior del oponente, la tirada deEmboscada de la unidad obtienen una instancia de Maximizada.
|
Predatore del Velo
Per ogni incantesimo lanciato con successo nella precedente Fase Magica dell’avversario, i tiri di Imboscata di questa unità ottengono un’istanza di Massimizzato.
|
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
|
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
|
|
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
|
Sang acide
chaque fois qu’une figurine avec cette règle perd un Point de vie après avoir raté une sauvegarde de Régénération causée par une Attaque de corps à corps ennemie, elle inflige immédiatement une touche avec Attaque toxique à la Réserve de Points de vie de la figurine attaquante (avant de retirer la moindre perte).
|
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
|
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
|
Sangre Ácida
Cada vez que una miniatura con pierde un Punto de Vida después de fallar una Salvación de Regeneración contra un Ataque de Melé enemigo, inmediatamente inflige 1~impacto con Ataques Tóxicos contra la Reserva de Heridas de la miniatura atacante, antes de retirar las bajas.
|
Sangue Acido
Ogni volta che un modello con perde un Punto Ferita dopo aver fallito un Tiro di Protezione Rigenerazione contro un Attacco da Mischia nemico, esso infligge immediatamente 1~colpo con Attacchi Tossici alla Riserva di Punti Ferita del modello che ha attaccato, prima che eventuali perdite siano rimosse.
|
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
|
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
|
|
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
Attaché
Cette figurine doit être déployée à l’intérieur d’une unité contenant une figurine ordinaire, et ne peut la quitter volontairement.
|
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
Adjuntable
Esta miniatura debe ser Desplegada dentro de una unidad con al menos una miniatura deTropa, y no puede abandonar voluntariamente su unidad.
|
Aggregato
This model must be Deployed inside a unit containing a Ranghi-e-File model, and cannot voluntarily leave its unit.
|
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
|
|
Tightening Grasp
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
|
Constricteur
l’élément de figurine gagne Broyage) (X). Après chaque Manche de combat, « X » augmente de~1 (ex. : Broyage) (1) devient Broyage) (2)). Sitôt que la figurine n’est plus engagée au combat, X passe à~1.
Si un élément de figurine avec cette règle se trouve au deuxième rang de son unité et n’est pas en contact avec la moindre figurine ennemie, il peut porter son attaque de Broyage) par-delà les figurines du premier rang qui se trouvent directement devant lui.
|
Tightening Grasp
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
|
Tightening Grasp
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
|
Agarre Constrictor
La parte de la miniatura obtiene Ataque Pulverizador) (X).
Después de cada ronda de Combate, X incrementa en~1 (e.g. Ataque Pulverizador) (1) pasa a ser Ataque Pulverizador) (2))
Cuando la miniatura no está Trabada en Combate, X se establece en~1.
Cuando la parte de la miniatura con está en segunda fila, y no está en contacto con ninguna miniatura enemiga, puede hacer todos sus impactos de Ataque Pulverizador) a través de las miniaturas directamente delante de ella en la Fila Frontal.
|
Morsa Stritolante
La parte del modello ottiene Attacco Stritolante) (X).
Dopo ogni Round di Combattimento, X cresce di~1 (cioè Attacco Stritolante) (1) diventa Attacco Stritolante) (2))
Quando il modello non è Ingaggiato in Combattimento, X è impostato a~1.
Quando una parte del modello con è nel secondo rango e non in contatto con un modello nemico, essa può assegnare tutti i propri attacchi con Attacco Stritolante) a modelli direttamente di fronte ad essa sul suo Rango Frontale.
|
Tightening Grasp
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
|
Tightening Grasp
The model part gains Grind Attack) (X).
After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2))
When the model is not Engaged in Combat, X is set to~1.
When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
|
|
Wings
The model’s Mobility is set to~8, and it gains Fly.
|
Ailes
la Mobilité de la figurine passe à 8 et elle gagne Vol.
|
Wings
The model’s Mobility is set to~8, and it gains Fly.
|
Wings
The model’s Mobility is set to~8, and it gains Fly.
|
Alas
El Velocidad de Carga y la Movilidad de la miniatura se fijan en~7, y obtiene Vuelo.
|
Ali
La Velocità di Carica del modello e la sua Mobilità sono entrambe impostate a~7, ed esso ottiene Volo.
|
Wings
The model’s Mobility is set to~8, and it gains Fly.
|
Wings
The model’s Mobility is set to~8, and it gains Fly.
|
|
Smother
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
|
Suffocation
Les Attaques de corps à corps portées contre une figurine de Taille X gagnent +1 pour toucher et pour blesser.
|
Smother
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
|
Smother
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
|
Asfixiar
Los Ataques de Melé contra una miniatura de Altura~X obtiene +1~para impactar y +1~para herir.
|
Soffocare
Gli Attacchi da Mischia verso un modello con Altezza~X ottengono +1~a colpire e +1~a ferire.
|
Smother
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
|
Smother
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
|
|
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
|
Attaque au passage
Si une figurine avec cet attribut se trouve à 1″ d’une unité ennemie non engagée au combat au cours d’un Déplacement standard (même de façon temporaire), l’unité de la figurine peut porter une Attaque au passage à cette unité ennemie. Cette attaque ne peut être portée qu’une seule fois lors de chacun de vos tours.
Ne la résolvez qu’une fois que le déplacement a été lui-même entièrement résolu. L’attaque touche automatiquement, et compte comme une Attaque à distance.
Chaque élément de figurine avec cet attribut dans l’unité doit l’employer contre la même cible. Cette attaque inflige X touches, avec les mêmes Force, Pénétration d’armure et Attributs d’attaque que l’élément de figurine, mais sans tenir compte de ses armes.
Si des valeurs différentes sont définies entre parenthèses (« Y ») pour la Force, la Pénétration d’armure ou des Attributs d’attaque, ces valeurs sont utilisées à la place. Dans ce cas, l’Attaque au passage) gagne également l’attribut Fixe.
|
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
|
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
|
Ataque de Barrido
Cuando una miniatura con Ataque de Barrido) está dentro de~1 de una unidad enemiga No-Trabada durante una Maniobra de Movimiento (incluso temporalmente), la unidad de la miniatura puede realizar un Ataque de Barrido) contra esa unidad enemiga. Esto solo puede ser usado una vez por Turno de Jugador amigo.
Resuelve el Ataque de Barrido) cuando se complete la Maniobra de Movimiento. El ataque impacta automáticamente y cuenta como un Ataque a Distancia.
Cada parte de miniatura en la unidad con Ataque de Barrido) debe utilizarlo contra la misma unidad enemiga. El ataque causa X~impactos, resueltos con la Fuerza, Penetración de Armadura y Atributos de Ataque de la parte de miniatura, pero no sus Armas.
Si se definen entre paréntesis valores para la Fuerza, Penetración de Armadura y Atributos de Ataque adicionales (Y), se utilizan estos en su lugar. En este caso, el Ataque de Barrido) es Inmodificable.
|
Attacco di Passaggio
When a model with Attacco di Passaggio) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Attacco di Passaggio) against that enemy unit. Ciò può essere fatto solo una volta per Turno del Giocatore.
Resolve the Attacco di Passaggio) when the Move Manoeuvre is completed. Gli attacchi colpiscono automaticamente e contano come Attacchi a Distanza.
Each model part in the unit with Attacco di Passaggio) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. Se ci sono dei valori di Forza, di Penetrazione e Attributi d’Attacco aggiuntivi indicati tra parentesi (Y), utilizza invece questi al posto di quelli della parte del modello. In this case, the Attacco di Passaggio) is Immodificabile.
|
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
|
Sweeping Attack
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn.
Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack.
Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
|
|
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
Attaque empoisonnée
Lorsqu’une attaque avec cet attribut touche sur un~6, elle blesse automatiquement (aucun jet pour blesser n’est requis).
Si une attaque a au moins deux instances de cette règle, à la place, elle blesse automatiquement sur un résultat de ‘5’ ou ‘6’ pour toucher.
referenceonly
Si l’attaque génère plus d’une touche (ex. : parce qu’elle a aussi les attributs Attaque de zone, Fureur), seule une touche, choisie par l’attaquant, blesse automatiquement ; toutes les autres touches doivent faire des jets pour blesser selon les règles habituelles.
referenceonly
|
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
Ataques Envenenados
Siempre que un ataque con Ataques Envenenados impacte con una tirada para impactar de~6, hiere automáticamente (no se necesita tirar para herir).
Si el ataque tiene dos o más instancias de Ataques Envenenados, hiere automáticamente con una tirada para impactar exitosa de~5 o~6 en su lugar.
referenceonly
Si el ataque se convierte en más de un impacto (p.e. un impacto Ataque de Área, Furia), solo un impacto, elegido por el atacante, hiere automáticamente. Todos los otros impactos deben de tirar para herir normalmente.
referenceonly
|
Attacchi Venefici
Whenever an attack with Attacchi Venefici hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Attacchi Venefici, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Attacco ad Area, Furia), only a single hit, chosen by the attacker, wounds automatically. Per tutti gli altri colpi a segno dovrai tirare per ferire come al solito.
referenceonly
|
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
Poison Attacks
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
|
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Avant-garde
Après le déploiement, une unité entièrement avec cette règle peut immédiatement faire un Déplacement standard (Mouvement simple, Marche forcée ou Reformation) d’avant-partie, soumis aux restrictions suivantes :
itemize
Si une valeur « X″ » est donnée entre parenthèses, la Mobilité de l’unité est fixée à X″ pour ce mouvement ; sinon, utilisez à la place la Mobilité de l’unité.
Aucune figurine ne peut parcourir plus de 12″ pendant ce déplacement, quelle que soit sa Mobilité.
L’unité ne peut terminer ce mouvement à~6 d’une unité ennemie.
Les figurines attachables ne peuvent quitter leur unité dans le cadre de ce déplacement.
itemize
Si les deux joueurs ont des unités avec Avant-garde, ils déplacent leurs unités à tour de rôle, en commençant par l’unité à laquelle le Défenseur a attribué la règle Avant-garde~Mob) (3).
Une unité qui commence la partie hors de sa Zone de déploiement ne peut pas déclarer de charge lors du premier Tour de joueur du premier Tour de jeu.
|
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Van\-guardia
Después del Despliegue, las unidades enteramente con Vanguardia pueden realizar un Movimiento de Reforma, Avance, o Marcha pre-partida, llamado un Movimiento de Vanguardia, con las siguientes excepciones:
itemize
Si un valor X es dado, la Movilidad de la unidad es fijada a~X durante el Movimiento de Vanguardia, en otro caso utiliza la Movilidad de la unidad.
Ninguna miniatura puede mover más de~12 durante el Movimiento de Vanguardia, independientemente de su Movilidad.
La unidad no puede finalizar su Movimiento de Vanguardia dentro de~6 de una unidad enemiga.
Miniaturas Adjuntables no pueden salir de una unidad como parte del Movimiento de Vanguardia.
itemize
Si ambos jugadores tienen unidades completamente con Van\-guardia~Mov), se alternan moviendo sus unidades una por una, empezando por la unidad a la que el defensor dió Van\-guardia~Mov) (3).
Una unidad que empiece la partida fuera de su propia Zona de Despliegue no puede declarar una Carga en el primer Turno de Jugador del primer Turno de Juego.
|
Avanguardia
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Modelli Aggregabili cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
|
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Van\-guard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
|
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
Cible difficile
Toute Attaque de tir allouée à une Réserve de Points de vie avec cette règle subit une pénalité de –X pour toucher.
|
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
Objetivo Difícil
Los Ataques de Disparo dirigidos a una Reserva de Heridas con Objetivo Difícil sufren X a impactar.
|
Bersaglio Difficile
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
|
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
|
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
|
Enchantements rachetés
si, lors de l’étape 2.b d’une Manche de combat (« Calcul du Résultat de combat statique »), le porteur de cette règle est en contact d’une unité ennemie contenant un Objet magique, ajoutez +1 à votre Résultat de combat.
|
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
|
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
|
Encantamientos Sobornados
Si la miniatura está en contacto con una unidad enemiga que contenga un Objeto Mágico durante el Paso~2.b de cada Ronda de Combate (Calcula la Puntuación de Combate Estática), añade~+1 a la Puntuación de Combate.
|
Incantamenti Corrotti
Se il modello è in contatto con un’unità nemica contenente un Oggetto Magico, durante lo Step~2.b di ogni Round di Combattimento (Calcolare il Risultato Statico di Combattimento), aggiungi~+1 al Risultato di Combattimento.
|
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
|
Bribed Enchantments
If the model is in contact with an enemy unit containing a Magic Item during Step~2.b of each Round of Combat (Calculate Static Combat Score), add~+1 to Combat Score.
|
|
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height (5)).
|
Brise-montagne
les jets de Portée de charge de la figurine contre des unités contenant Taille 5 sont maximisés. De plus, ses touches d’Impact) gagnent Blessures multiples (1D3, contre Taille 5).
|
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height (5)).
|
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height (5)).
|
Rompemontañas
Las tiradas de Alcance de Carga de la miniatura hacia unidades que contengan Altura~5 obtienen Maximizada.
Impactos por Carga) ganan Heridas Múltiples (1D3, contra Altura (5)).
|
Spaccamontagne
I tiri per la Distanza di Carica del modello verso unità contenenti Altezza~5 ottengono Massimizzato.
I Colpi d’Impatto) ottengono Ferite Multiple (D3, verso Altezza (5)).
|
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height (5)).
|
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised.
Impact Hits) gain Multiple Wounds (D3, towards Height (5)).
|
|
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height, the total number of its hits is halved, rounding fractions up.
|
Sillage de destruction
l’élément de figurine peut allouer ses attaques de Piétinement à des Réserves de Points de vie de Taille 4 ou inférieure (au lieu de 0-1). Si les attaques de Piétinement de l’élément de figurine sont allouées à une Réserve de Points de vie de Taille 3-4, le nombre de touches est divisé par deux (arrondi au supérieur).
|
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height, the total number of its hits is halved, rounding fractions up.
|
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height, the total number of its hits is halved, rounding fractions up.
|
Camino de Destrucción
Esta parte de la miniatura puede asignar su Pisotón a Reservas de Heridas de altura~4 o inferior (en lugar de~0-1).
Si el Ataque de Pisotón de la parte de la miniatura se destina a una Reserva de Heridas con altura, el número total de impactos se reducen a la mitad, redondeando hacia arriba.
|
Via della Distruzione
La parte del modello può assegnare il proprio Attacco di Calpestamento a Riserve di Punti Ferita di Altezza~4 o meno (invece che solo di Altezza~0-1).
Se l’Attacco di Calpestamento viene assegnato a Riserve di Punti Ferita con Altezza, il numero totale di colpi deve essere dimezzato, arrotondando per eccesso.
|
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height, the total number of its hits is halved, rounding fractions up.
|
Path of Destruction
The model part can allocate its Stomp Attack onto Health Pools of Height~4 or less (rather than~0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height, the total number of its hits is halved, rounding fractions up.
|
|
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
Coup fatal
Si une attaque avec cet attribut blesse sur un 6, sa Pénétration d’armure est fixée à~10, et elle n’autorise aucune sauvegarde de [regeneration]Régénération.
|
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
Golpe Letal
Si un ataque con Golpe Letal hiere con una tirada para herir de~6, su Penetración de Armadura es fijada a~10, y las Salvaciones de [regeneración]Regeneración no pueden ser utilizadas contra él.
|
Colpo Letale
If an attack with Colpo Letale wounds with a to-wound roll of~6, its Penetrazione dell’Armatura is always~10, and [regeneration]Rigenerazione Saves cannot be taken against it.
|
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
|
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
|
Machine de damnation
Extraordinaire. Les dimensions du socle de la figurine passent à 150100~, sa Taille passe à~5, le nombre de ses Points de vie passe à~9, et sa Vitesse de charge passe à~5.
De plus, elle perd Plateforme de guerre, Exclusif, Attaché, et gagne Terreur,Piétinement) (1D6),Solitaire.
|
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
|
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
|
Motor de Condenación
Extraordinaria. El tamaño de la peana de la miniatura cambia a 150100~, su Altura cambia a~5, sus Puntos de Vida se establecen en~9, su Velocidad de Carga se establece en~5.
Además, pierde Plataforma10000\ de Guerra, Exclusivo, Adjuntable, y obtiene Terror,Pisotón) (1D6),Solitario.
|
Congegno della Dannazione
Straordinario. La dimensione della base del modello diventa 150100~, la sua Altezza diventa~5, i suoi Punti Vita sono impostati a~9, la sua Velocità di Carica è impostata a~5.
In più, esso perde Piattaforma di Guerra, Esclusivo, Aggregato, e ottiene Terrore,Attacco di Calpestamento) (D6),Solitario.
|
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
|
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5.
In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
|
|
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
|
Connais-toi toi-même
au début du Palier d’initiative au cours duquel la figurine porte ses Attaques de corps à corps standard, désignez un élément de figurine de chaque figurine ennemie en contact. Additionnez leurs valeurs d’Attaque non modifiées à la valeur d’Attaque de l’. Durée : Manche de combat.
|
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
|
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
|
Conócete a ti Mismo
Al principio del Paso de Agilidad, cuando los Ataques Estándar de Melé de la miniatura se asignan, selecciona una parte de la miniatura de cada miniatura enemiga en contacto con esta miniatura. Añade sus Características de Valor de Ataques, excluyendo los modificadores, para el Valor de Ataques del . Duración: Ronda de Combate.
|
Conosci Te Stesso
All’inizio del suo Step di Agilità, quando vengono assegnati gli Attacchi da Mischia Standard del modello, scegli una parte del modello di ciascun modello nemico in contatto con questo modello. Somma il Numero di Attacchi indicato dalla Caratteristica di quelle parti del modello, modificatori esclusi, al Numero di Attacchi del . Durata: Round di Combattimento.
|
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
|
Know Thyself
At the beginning of the Agility Step when the model’s Standard Melee Attacks are allocated, select one model part from each enemy model in contact with this model. Add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of the . Duration: Round of Combat.
|
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
Course rapide
Les jets de Portée de charge, de Distance de fuite ou de Distance de poursuite des unités avec cette règle sont maximisés.
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
Zancada Veloz
Las tiradas de Alcance de Carga, Distancia de Huida y Distancia de Persecución de unidades enteramente con Zancada Veloz ganan Maximizado.
|
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
|
Energy~Bolts
|
Traits d’énergie
|
Energy~Bolts
|
Energy~Bolts
|
Rayos~de~Energía
|
Dardi d’Energia
|
Energy~Bolts
|
Energy~Bolts
|
|
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
|
Droit divin
lors du Choix de l’équipement et des capacités, votre adversaire doit désigner un personnage dans une de ses unités en contact avec celle du porteur : le personnage ainsi désigné et le porteur comptent comme étant en contact l’un avec l’autre. De plus, tant que le porteur est en contact avec un personnage ennemi, ne lancez pas de dés pour déterminer ses caractéristiques : à la place, toutes les caractéristiques aléatoires sont considérées comme étant égales à leur valeur potentielle la plus élevée.
|
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
|
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
|
Derecho Divino
Durante Elecciones de Combate el oponente debe elegir un Personaje de una de sus unidades que esté en contacto con la unidad de la miniatura: el Personaje elegido y la miniatura con Derecho Divino cuentan como si están en contacto una con otra. Adicionalmente, mientras la miniatura con Derecho Divino esté en contacto con un Personaje enemigo, no tires para determinar sus características: en su lugar, todas las características aleatorias se considera que han sacado el máximo valor posible.
|
Diritto Divino
Durante lo Step Scelte in Combattimento l'avversario deve scegliere un Personaggio presente in una delle proprie unità e che sia a contatto con l’unità del portatore: il Personaggio scelto e il modello con Diritto Divino contano come se fossero in contatto tra loro. In più, quando il modello con Diritto Divino è in contatto con un Personaggio nemico, non tirare per determinare le sue statistiche. Si considera invece che per tutte le caratteristiche casuali sia stato tirato il massimo valore possibile.
|
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
|
Divine Right
During Combat Choices the opponent must choose a Character from one of their units that is in contact with the bearer’s unit: the chosen Character and the model with Divine Right counts as being in contact with each other. In addition, while the model with Divine Right is in contact with an enemy Character, do not roll for determining its stats, instead all random characteristic are considered to have rolled the maximum possible value.
|
|
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
|
Dévoreur
pour chaque perte de Point de vie provoquée par les Attaques de corps à corps de cette figurine, lancez un dé à la fin du Palier d’initiative : Pour chaque résultat de 4+, la figurine gagne +1 Point de vie.
Si cette figurine atteint au moins 20 Points de vie, toutes les unités à 9 subissent immédiatement D6 (2) touches avec Attaque toxique, et cette figurine est retirée comme perte.
|
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
|
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
|
Devorar
Por cada pérdida de Puntos de Vida que la miniatura cause con Ataques de Melé, tira un 1D6 al final del Paso de Agilidad. Por cada~4+ obtenido, la miniatura gana +1~Punto de Vida.
Si los Puntos de Vida de la miniatura alcanzan 20 o más, todas las unidades dentro de~9 inmediatamente sufren D6 (2)~impactos con Ataques Tóxicos, y la miniatura es retirada como baja.
|
Divorare
Per ogni perdita di Punti Ferita che il modello causa con gli Attacchi da Mischia, tira un D6 alla fine dello Step di Agilità. Per ogni~4+ che ha tirato, il modello ottiene +1~Punto Ferita.
Se i Punti Ferita del modello diventano 20 o più, tutte le unità entro~9 subiscono immediatamente D6 (2)~colpi con Attacchi Tossici e il modello viene rimosso come perdita.
|
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
|
Devour
For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step. For each~4+ rolled, the model gains +1~Health Point.
If the model’s Health Points reach 20 or more, all units within~9 immediately suffer D6 (2)~hits with Toxic Attacks, and the model is removed as a casualty.
|
|
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
|
Esprit stryge
la Taille de la figurine passe à 5, le nombre de ses Points de vie passe à~7, sa Vitesse de charge et sa Mobilité passent à~7, et elle gagne Vol,Troupe légère,Terreur,Piétinement) (1D6),Solitaire.
|
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
|
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
|
Espíritu de Estirge
La Altura de la miniatura cambia a~5. Además, sus PV se establecen en~7, su Velocidad de Carga y Movilidad se establecen en~7, y obtiene Vuelo,Tropas Ligeras,Terror,Pisotón) (1D6),Solitario.
|
Spirito di Strige
L'Altezza del modello diventa~5. In più, i suoi PV sono impostati a~7, la sua Velocità di Carica e la sua Mobilità sono entrambe impostate a~7, ed esso ottiene Volo,Truppe Leggere,Terrore,Attacco di Calpestamento) (D6),Solitario.
|
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
|
Strixian Spirit
The model’s Height is changed to~5. In addition, its HP are set to~7, its Charge Speed and Mobility are both set to~7, and it gains Fly,Light Troops,Terror,Stomp Attack) (D6),Solitary.
|
|
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
|
Étoile vacillante
au début de l’étape 3.A de la Phase de mêlée (« Déterminer l’Ordre d’initiative »), l’Agilité de la figurine passe à une valeur équivalant à deux fois le nombre de Points de vie qu’il lui reste.
Au début de chaque Palier d’initiative, les Compétences défensive et offensive de la figurine passent à une valeur équivalant à deux fois le nombre de Points de vie qu’il lui reste.
|
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
|
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
|
Estrella Fugaz
Al principio de Determinar Orden de Agilidad (Fase de Melé, paso~3.A), la Agilidad de la miniatura se establece en el doble del número de Puntos de Vida actuales.
Al inicio de cada Paso de Agilidad, la Habilidad Defensiva de la miniatura y la Habilidad Ofensiva, se establecen al doble del número actual de Puntos de Vida de la miniatura.
|
Stella Cadente
All’inizio dello Step 3.A della Fase di Mischia (Determinare l’Ordine di Iniziativa), l’Agilità del modello è impostata al doppio del numero attuale di Punti Vita del modello.
All’inizio di ogni Step di Agilità, l’Abilità Difensiva e l’Abilità Offensiva del modello sono impostate al doppio dell’attuale numero di Punti Vita del modello.
|
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
|
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points.
At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
|
|
Horde Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (3)).
Single model.
itemize
|
Faucheuse de hordes
le profil de la figurine change :
itemize[label=]
Les dimensions de son socle passent à 100×100 mm.
Le nombre de ses Points de vie passe à 6.
Le nombre de ses Cultivateurs et de ses Montures infernales passe à (3).
Les Cultivateurs perdent Suffocation (1) et gagnent Suffocation (2).
Son Châssis gagne Impact) (D3 (3)).
Figurine seule.
itemize
|
Horde Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (3)).
Single model.
itemize
|
Horde Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (3)).
Single model.
itemize
|
Trillador de la Horda
Cambios en el perfil de la miniatura:
itemize
El tamaño de la peana cambia a .
establece en~6.
Número de Timoneles y Corceles Infernales set to.
Timoneles pierde Asfixiar (1) y obtiene Asfixiar (2).
Chasis obtiene Impactos por Carga) (D3 (3)).
M. individual.
itemize
|
Trebbiatore di Moltitudini
Cambiamenti al profilo del modello:
itemize
La dimensione della Base diventa .
I sono impostati a~6.
Il numero di Macchinisti e di Destrieri Infernali sono impostati a.
I Macchinisti perdono Soffocare (1) e ottengono Soffocare (2).
Il Telaio ottiene Colpi d’Impatto) (D3 (3)).
M. Singolo.
itemize
|
Horde Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (3)).
Single model.
itemize
|
Horde Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~6.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (3)).
Single model.
itemize
|
|
Legion Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (4)).
Single model.
itemize
|
Faucheuse de légions
le profil de la figurine change :
itemize[label=]
Les dimensions de son socle passent à 100×150 mm.
Le nombre de ses Points de vie passe à 8.
Le nombre de ses Cultivateurs et de ses Montures infernales passe à (4).
Les Cultivateurs perdent Suffocation (1) et gagnent Suffocation (2).
Son Châssis gagne Impact) (D3 (4)).
Figurine seule.
itemize
|
Legion Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (4)).
Single model.
itemize
|
Legion Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (4)).
Single model.
itemize
|
Trillador de la Legión
Cambios en el perfil de la miniatura:
itemize
El tamaño de la peana cambia a .
establece en~8.
Número de Timoneles y Corceles Infernales set to.
Timoneles pierde Asfixiar (1) y obtiene Asfixiar (2).
Chasis obtiene Impactos por Carga) (D3 (4)).
M. individual.
itemize
|
Trebbiatore di Legioni
Cambiamenti al profilo del modello:
itemize
La dimensione della Base diventa .
I sono impostati a~8.
Il numero di Macchinisti e di Destrieri Infernali sono impostati a.
I Macchinisti perdono Soffocare (1) e ottengono Soffocare (2).
Il Telaio ottiene Colpi d’Impatto) (D3 (4)).
M. Singolo.
itemize
|
Legion Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (4)).
Single model.
itemize
|
Legion Thresher
Changes to the model’s profile:
itemize
Base size changed to .
set to~8.
Number of Tillers and Hellsteeds set to.
Tillers lose Smother (1) and gain Smother (2).
Chassis gains Impact Hits) (D3 (4)).
Single model.
itemize
|
|
Favoured of Sloth
Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
|
Faveur de l’Apathie
Légendaire.
Ne peut être pris que dans une armée ayant une pour Général : l’unité peut choisir deux Manifestations au lieu d’une.
|
Favoured of Sloth
Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
|
Favoured of Sloth
Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
|
Favorecido de Pereza
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dall’Accidia
Leggendario.
Può essere preso solo in un esercito con una come Generale.
L’unità può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Sloth
Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
|
Favoured of Sloth
Legendary.
Can only be taken in an army with a as the General.
The unit may select up to two Manifestations instead of one.
|
|
Favoured of Envy
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Faveur de l’Envie
Légendaire.
Ne peut être pris que dans une armée ayant un comme Général : l’unité gagne Solitaire et peut choisir deux Manifestations au lieu d’une.
|
Favoured of Envy
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Envy
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favorecido de Envidia
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad obtiene Solitario y puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dall’Invidia
Leggendario.
Può essere preso solo in un esercito con un come Generale.
L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Envy
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Envy
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
|
Favoured of Pride
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
|
Faveur de l’Orgueil
Légendaire.
Ne peut être pris que dans une armée ayant un pour Général : l’unité peut choisir deux Manifestations au lieu d’une.
|
Favoured of Pride
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
|
Favoured of Pride
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
|
Favorecido de Orgullo
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Favorito dalla Superbia
Leggendario.
Può essere preso solo in un esercito con un come Generale..
L’unità può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Pride
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
|
Favoured of Pride
Legendary.
Can only be taken in an army with an as the General.
The unit may select up to two Manifestations instead of one.
|
|
Favoured of Wrath
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Faveur de la Colère
Légendaire.
Ne peut être pris que dans une armée ayant un comme Général : l’unité gagne Solitaire et peut choisir deux Manifestations au lieu d’une.
|
Favoured of Wrath
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Wrath
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favorecido de Ira
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad obtiene Solitario y puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dall’Ira
Leggendario.
Può essere preso solo in un esercito con un come Generale.
L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Wrath
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Wrath
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
|
Favoured of Greed
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Faveur de la Cupidité
Légendaire.
Ne peut être pris que dans une armée ayant un comme Général : l’unité gagne Solitaire et peut choisir deux Manifestations au lieu d’une.
|
Favoured of Greed
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Greed
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favorecido de Avaricia
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad obtiene Solitario y puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dall’Avarizia
Leggendario.
Può essere preso solo in un esercito con un come Generale.
L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Greed
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Greed
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
|
Favoured of Gluttony
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Faveur de la Gloutonnerie
Légendaire.
Ne peut être pris que dans une armée ayant une pour Général : l’unité gagne Solitaire, et peut choisir deux Manifestations au lieu d’une.
|
Favoured of Gluttony
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Gluttony
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favorecido de Gula
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad obtiene Solitario y puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dalla Gola
Leggendario.
Può essere preso solo in un esercito con una come Generale.
L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Gluttony
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Gluttony
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
|
Favoured of Lust
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Faveur de la Luxure
Légendaire.
Ne peut être pris que dans une armée ayant un pour Général : l’unité gagne Solitaire et peut choisir deux Manifestations au lieu d’une.
|
Favoured of Lust
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Lust
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favorecido de Lujuria
Legendaria.
Sólo puede llevarse en un ejército con un como General.
La unidad obtiene Solitario y puede seleccionar hasta dos Manifestaciones en lugar de una.
|
Prediletto dalla Lussuria
Leggendario.
Può essere preso solo in un esercito con una come Generale..
L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
|
Favoured of Lust
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
Favoured of Lust
Legendary.
Can only be taken in an army with a as the General.
The unit gains Solitary and may select up to two Manifestations instead of one.
|
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Vol
Une unité avec cette règle ignore les Décors, le Terrain découvert et les autres unités durant ses Déplacements standard et ses Mouvements de charge.
L’unité doit respecter la Règle du pouce d’écart à la fin de l’ensemble de ses déplacements. De plus, les règles des Décors et/ou du Terrain découvert où elle débute et termine son déplacement s’appliquent toujours à elle.
Pendant un Mouvement de charge, l’unité chargée n’est pas ignorée ; de plus, il doit y avoir de la place pour permettre au front de l’unité d’entrer en contact avec l’unité chargée avant l’Alignement.
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Vuelo
Unidades enteramente con Volar ignoran Terrenos, Terreno Abierto y otras unidades durante los Movimientos de Maniobra y los Movimientos de Carga.
La unidad ha de seguir la regla de Espaciado entre Unidades al final de cualquiera de sus movimientos y Terrenos y Terreno Abierto desde el que la miniatura empieza o acaba su movimiento sigue afectándole.
La unidad siendo cargada no se ignora durante un Movimiento de Carga y debe de haber espacio para que el Frontal de la unidad sea colocado en contacto con la unidad siendo cargada antes del Movimiento inicial de Alineación.
|
Volo
Units entirely with Fly ignore Tipologie di Terreno, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Tipologie di Terreno and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
Troupe légère
Lorsqu’une unité avec cette règle fait une Reformation, elle peut se déplacer d’une distance maximale équivalant au double de sa Mobilité (au lieu de la moitié de sa Mobilité).
Si, lors d’une Reformation, son centre se déplace d’une distance supérieure à sa Mobilité, alors ce déplacement est considéré comme une Marche forcée pour ce qui est des règles qui sont associées à ce type de déplacement (Tests de terrain dangereux, interdiction de faire un déplacement si l’unité a la règle Mort-vivant, etc.).
Pour ce qui est du tir, ce mouvement est toujours considéré comme une Reformation. (c.-à-d. que l’unité peut tirer même si elle se déplace d’une distance supérieure à sa Mobilité).
Remarque : cette règle est sans effet sur les autres types de Déplacement standard, dont Marche forcée.
Une unité contenant Troupe légère est toujours considérée comme ayant zéro Rang complet ; aux fins de cette règle, ignorez les éventuelles figurines attachables avec Troupe légère jointes à l’unité, à moins que l’unité ne soit intégralement constituée de figurines attachables.
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
Tropas Ligeras
Una unidad enteramente con Tropa Ligera puede realizar Movimientos de Reforma hasta el doble de su Movilidad (en vez de a la mitad de su Movilidad). Si, mientras realiza una Reforma, su centro se mueve más allá de su Movilidad, el movimiento es considerado un Movimiento de Marcha a propósito de las reglas activadas por Marchar (p.e. Chequeos de Terreno Peligroso y, si es No Muerto, tener restringido hacer Movimientos de Marcha, etc.).
Para el propósito de disparar, se sigue considerando un Movimiento de Reforma. P.e. la unidad puede disparar si mueve más de su Movilidad
Nota: esta regla no tiene efecto en otras Maniobras de movimiento, incluyendo Movimientos de Marcha
Una unidad que contenga Tropas Ligeras es siempre considerada como que tiene cero Filas Completas; ignora Miniaturas Adjuntables con Tropas Ligeras unida a una unidad para este propósito, a menos que la unidad consista solo en Miniaturas Adjuntables.
|
Truppe Leggere
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobilità
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
|
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Mutamorphe
pendant les Sélections pré-partie, chaque unité d’ doit choisir une des Manifestations suivantes, qu’elle gagne, avec Durée : Permanent :
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Metamorfos
Durante las Elecciones Pre-Partida, cada unidad con debe elegir una de las siguientes Manifestaciones; obtiene la Manifestación elegida. Permanente:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Multiforma
Durante le Scelte Pre-Partita., ogni unità di deve scegliere una delle seguenti Manifestazioni — essa ottiene la Manifestazione scelta, con Durata: Permanente:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:
lustmesmerisingplumage
slothtorporoustendrils
envyvenomsacs
|
|
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
|
Omniscience
si au moins une figurine avec cette règle n’a pas effectué de Marche forcée ni déclaré de charge lors de ce tour, la limite de Magie excédentaire de son propriétaire est augmentée de 2.
|
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
|
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
|
Omnisciencia
Si una o más miniaturas con Omnisciencia no han Marchado ni Cargado en este Turno de Jugador, el límite de Exceso de Magia del propietario se incrementa en~2.
|
Onniscienza
Se uno o più modelli con Onniscienza non hanno Marciato, né Caricato in questo Turno del Giocatore, il limite di Magia in Eccesso del proprietario di questi modelli aumenta di~2.
|
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
|
Omniscience
If one or more models with Omniscience have neither Marched nor Charged in this Player Turn, the owner’s limit on Excess Magic is increased by~2.
|
|
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
|
Vif courroux
chaque fois que la figurine perd un Point de vie, elle gagne +1 en Agilité.
Chaque fois qu’elle récupère ou ressuscite un Point de vie, elle subit une pénalité de −1 en Agilité.
|
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
|
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
|
Rabia Rápida
Cuando la miniatura pierde un Punto de Vida, gana +1~Agi. Cuando Recupera o Resucita un Punto de Vida, sufre -1~Agi
|
Rabbia Rapida
Ogniqualvolta il modello perde un Punto Vita, ottiene +1~Agi. Ogni volta che Recupera o Richiama un Punto Ferita, esso subisce -1~Agi
|
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
|
Swift Anger
Whenever the model loses a Health Point, it gains +1~Agi. Whenever it Recovers or Raises a Health Point, it suffers -1~Agi
|
|
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
|
Tentacules acérés
la figurine bénéficie de la règle Zèle tant qu’elle est engagée sur le dos ou le flanc d’une unité ennemie.
|
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
|
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
|
Tentáculos Cuchilla
La miniatura obtiene Fervor mientras está Trabada en el Flanco o la Retaguardia de una unidad enemiga.
|
Tentacoli Come Rasoi
Il modello ottiene Zelo quando è Ingaggiato sul Fianco o sul Retro di un’unità nemica.
|
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
|
Razor Tentacles
The model benefits from Zeal while Engaged in the Flank or Rear Facing of an enemy unit.
|
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
Solitaire
Une unité contenant cette règle ne peut jamais être rejointe par d’autres figurines, ni se joindre à une autre unité. Remarque : si une figurine a à la fois Solitaire, Attaché, elle ne peut pas être déployée et est retirée comme perte.
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
Solitario
Unidades que contengan Solitario no pueden unirse a otras unidades y no pueden unirseles otras miniaturas. Nota: si una minaitura tiene tanto Solitario, Adjuntable, no puede ser Desplegado y se considera entonces una baja.
|
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, it cannot be Deployed and is therefore considered a casualty.
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
|
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
|
Un trophée pour ma collection
chaque fois qu’un personnage ennemi est retiré comme perte en conséquence d’une Attaque de corps à corps portée par le personnage qui est monté sur le Trône, son camp gagne un bonus de +3 à son Résultat de combat pour cette Manche de combat.
|
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
|
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
|
Trofeo para la Colección
Cuando un Personaje enemigo es retirado como baja como resultado de Ataques de Melé de una parte de miniatura de esta miniatura sin Montura, Constructo, añade +3 a la Puntuación de Combate del bando de la miniatura durante esta Ronda de Combate.
|
Trofeo per la Collezione
Quando un Personaggio nemico viene rimosso come perdita come risultato di Attacchi da Mischia da una parte del modello di questo modello senza Cavalcature, Costrutto, aggiungi +3 al Risultato di Combattimento della parte del modello durante questo Round di Combattimento.
|
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
|
Trophy for the Collection
When an enemy Character is removed as a casualty as a result of Melee Attacks from a model part on this model without Mount, Construct, add +3 to the model’s side’s Combat Score during this Round of Combat.
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
All Seeing Eye
|
|
Smothering Coils
Zeal (against Scoring).
|
Anneaux asphyxiants
Zèle (contre Capture).
|
Smothering Coils
Zeal (against Scoring).
|
Smothering Coils
Zeal (against Scoring).
|
Espirales Sofocantes
Fervor (contra Unidad que Puntúa).
|
Spire Strangolatrici
Zelo (contro Presidiante).
|
Smothering Coils
Zeal (against Scoring).
|
Smothering Coils
Zeal (against Scoring).
|
|
Sorcerous Antennae
During the Siphon the Veil step of your Magic Phase, gain one Magic Dice for each unit containing this Manifestation.
|
Antennes ensorceleuses
Pendant l’étape Siphonner le Voile de votre Phase de magie, gagnez un Dé de magie pour chaque unité contenant cette Manifestation.
|
Sorcerous Antennae
During the Siphon the Veil step of your Magic Phase, gain one Magic Dice for each unit containing this Manifestation.
|
Sorcerous Antennae
During the Siphon the Veil step of your Magic Phase, gain one Magic Dice for each unit containing this Manifestation.
|
Antenas Hechiceras
Durante el paso de Drenar el Velo de tu Fase de Magia, obtienes un Dado de Magia por cada unidad que contenga esta Manifestación.
|
Antenne Stregate
Durante lo Step Incanalare il Velo della tua Fase Magica, ottieni un Dado Magia per ogni unità contenente questa Manifestazione.
|
Sorcerous Antennae
During the Siphon the Veil step of your Magic Phase, gain one Magic Dice for each unit containing this Manifestation.
|
Sorcerous Antennae
During the Siphon the Veil step of your Magic Phase, gain one Magic Dice for each unit containing this Manifestation.
|
|
Unholy Appetite
After a Round of Combat in which at least one attack with Unholy Appetite has caused a HP loss, all attacks with Unholy Appetite gain Hatred until the end of the next Player Turn.
|
Appétence impie
Après une Manche de combat au cours de laquelle le porteur a causé au moins une perte de Points de vie, il gagne Haine jusqu’à la fin du tour du prochain joueur.
|
Unholy Appetite
After a Round of Combat in which at least one attack with Unholy Appetite has caused a HP loss, all attacks with Unholy Appetite gain Hatred until the end of the next Player Turn.
|
Unholy Appetite
After a Round of Combat in which at least one attack with Unholy Appetite has caused a HP loss, all attacks with Unholy Appetite gain Hatred until the end of the next Player Turn.
|
Apetito Impío
Después de una ronda de combate en la que al menos un ataque con Apetito Impío causó alguna herida, todos los ataques con Apetito Impío obtiene Odio hasta el final del siguiente Turno de Jugador.
|
Empio Appetito
Dopo un Round di Combattimento in cui almeno un attacco con Empio Appetito ha causato una perdita di PF, tutti gli attacchi con Empio Appetito ottengono Odio fino alla fine del successivo Turno del Giocatore.
|
Unholy Appetite
After a Round of Combat in which at least one attack with Unholy Appetite has caused a HP loss, all attacks with Unholy Appetite gain Hatred until the end of the next Player Turn.
|
Unholy Appetite
After a Round of Combat in which at least one attack with Unholy Appetite has caused a HP loss, all attacks with Unholy Appetite gain Hatred until the end of the next Player Turn.
|
|
Digestive Vomit
The first time the model with is on the winning side of a Combat, it gains +1~Str and +1~AP, with Duration: Permanent.
|
Bile digestive
La première fois que le camp d’une figurine avec cette Manifestation gagne un combat, elle gagne +1 en Force et en Pénétration d’armure, avec Durée : Permanent.
|
Digestive Vomit
The first time the model with is on the winning side of a Combat, it gains +1~Str and +1~AP, with Duration: Permanent.
|
Digestive Vomit
The first time the model with is on the winning side of a Combat, it gains +1~Str and +1~AP, with Duration: Permanent.
|
Vómito Digestivo
Si una miniatura con está en el lado ganador de un Combate, obtiene +1~Fue y +1~PA, con Duración: Permanente.
|
Vomito Digestivo
La prima volta in cui il modello con vince un Combattimento, esso ottiene +1~For e +1~Pen, con Durata: Permanente.
|
Digestive Vomit
The first time the model with is on the winning side of a Combat, it gains +1~Str and +1~AP, with Duration: Permanent.
|
Digestive Vomit
The first time the model with is on the winning side of a Combat, it gains +1~Str and +1~AP, with Duration: Permanent.
|
|
Brimstone Secretions
Immune (Divine Attacks).
|
Sécrétions soufrées
Immunisé (Attaque divine).
|
Brimstone Secretions
Immune (Divine Attacks).
|
Brimstone Secretions
Immune (Divine Attacks).
|
Secreciones de Azufre
Inmune (Ataques Divinos).
|
Secrezioni Sulfuree
Immune (Attacchi Divini).
|
Brimstone Secretions
Immune (Divine Attacks).
|
Brimstone Secretions
Immune (Divine Attacks).
|
|
Bronze Backbone
First Strike (Hatred).
|
Échine de bronze
Déchaînement (Haine).
|
Bronze Backbone
First Strike (Hatred).
|
Bronze Backbone
First Strike (Hatred).
|
Espina Dorsal de Bronce
Primer Golpe (Odio).
|
Spina Dorsale Bronzea
Primo Colpo (Odio).
|
Bronze Backbone
First Strike (Hatred).
|
Bronze Backbone
First Strike (Hatred).
|
|
Kaleidoscopic Flesh
Hard Target (1).
|
Chair kaléidoscopique
Cible difficile (1).
|
Kaleidoscopic Flesh
Hard Target (1).
|
Kaleidoscopic Flesh
Hard Target (1).
|
Carne Caleidoscópica
Objetivo Difícil (1).
|
Pelle Caleidoscopica
Bersaglio Difficile (1).
|
Kaleidoscopic Flesh
Hard Target (1).
|
Kaleidoscopic Flesh
Hard Target (1).
|
|
Centipede Legs
+2~Mob
|
Centipède
+2 Mob.
|
Centipede Legs
+2~Mob
|
Centipede Legs
+2~Mob
|
Patas de Ciempiés
+2~Mov
|
Zampe del Centipede
+2~Mob
|
Centipede Legs
+2~Mob
|
Centipede Legs
+2~Mob
|
|
Charged Tendrils
Lightning Attacks.
|
Vrilles électriques
Attaque foudroyante.
|
Charged Tendrils
Lightning Attacks.
|
Charged Tendrils
Lightning Attacks.
|
Zarcillos Cargados
Ataques Relámpago.
|
Viticci Elettrificati
Attacchi Fulminanti.
|
Charged Tendrils
Lightning Attacks.
|
Charged Tendrils
Lightning Attacks.
|
|
Chitinous Scales
+2~Arm, to a maximum of~3.
|
Écailles de chitine
+2 Arm, jusqu’à un maximum de 3.
|
Chitinous Scales
+2~Arm, to a maximum of~3.
|
Chitinous Scales
+2~Arm, to a maximum of~3.
|
Escamas Quitinosas
+2~Arm, hasta un máximo de~3.
|
Scaglie Chitinose
+2~Arm, fino a un massimo di~3.
|
Chitinous Scales
+2~Arm, to a maximum of~3.
|
Chitinous Scales
+2~Arm, to a maximum of~3.
|
|
Clinging Ichor
Enemy units in contact with the model lose Devastating Charge.
|
Fluides visqueux
Toute unité ennemie en contact avec la figurine perd Charge dévastatrice.
|
Clinging Ichor
Enemy units in contact with the model lose Devastating Charge.
|
Clinging Ichor
Enemy units in contact with the model lose Devastating Charge.
|
Icor Aferrado
Las unidades enemigas en contacto con la miniatura pierden Carga Devastadora.
|
Icore Appiccicoso
Le unità nemiche in contatto con il modello perdono Carica Devastante.
|
Clinging Ichor
Enemy units in contact with the model lose Devastating Charge.
|
Clinging Ichor
Enemy units in contact with the model lose Devastating Charge.
|
|
Curved Tusks
The model part’s Melee Attacks gain +1~Str and +1~AP.
For each Melee Attack where a 1 is rolled to wound, the model with suffers a hit that wounds automatically, with AP~10.
|
Défenses recourbées
Les Attaques de corps à corps de l’élément de figurine gagnent +1 en Force et en Pénétration d’armure.
Pour chaque Attaque de corps à corps qui donne un 1 pour blesser, cette figurine subit une touche qui blesse automatiquement avec PA 10.
|
Curved Tusks
The model part’s Melee Attacks gain +1~Str and +1~AP.
For each Melee Attack where a 1 is rolled to wound, the model with suffers a hit that wounds automatically, with AP~10.
|
Curved Tusks
The model part’s Melee Attacks gain +1~Str and +1~AP.
For each Melee Attack where a 1 is rolled to wound, the model with suffers a hit that wounds automatically, with AP~10.
|
Colmillos Curvos
Los Ataques de Melé de la parte de la miniatura obtienen +1~Fue y +1~PA.
Por cada Ataque de Melé donde se obtenga un 1 para herir, la miniatura con sufre un impacto que hiere automáticamente, con PA~10.
|
Zanne Ricurve
Gli Attacchi da Mischia della parte del modello ottengono +1~For e +1~Pen.
Per ogni Attacco da Mischia per il quale viene tirato un 1 per ferire, il modello con subisce un colpo che ferisce automaticamente con Pen~10.
|
Curved Tusks
The model part’s Melee Attacks gain +1~Str and +1~AP.
For each Melee Attack where a 1 is rolled to wound, the model with suffers a hit that wounds automatically, with AP~10.
|
Curved Tusks
The model part’s Melee Attacks gain +1~Str and +1~AP.
For each Melee Attack where a 1 is rolled to wound, the model with suffers a hit that wounds automatically, with AP~10.
|
|
Hidden Knives
Melee Attacks allocated by the model against an enemy unit’s Flank or Rear Facing gain +1~Str and +1~AP.
|
Mains baladeuses
Lorsque son unité est engagée sur le flanc ou le dos d’une unité ennemie, les Attaque de corps à corps de la figurine gagnent +1 en Force et en Pénétration d’armure.
|
Hidden Knives
Melee Attacks allocated by the model against an enemy unit’s Flank or Rear Facing gain +1~Str and +1~AP.
|
Hidden Knives
Melee Attacks allocated by the model against an enemy unit’s Flank or Rear Facing gain +1~Str and +1~AP.
|
Cuchillas Ocultas
Los Ataques de Melé asignados por la miniatura contra el Flanco o la Retaguardia de una unidad enemiga ganan +1~Fue y +1~PA.
|
Coltelli Nascosti
Gli Attacchi da Mischia assegnati dal modello contro il Fianco o il Retro di un’unità nemica ottengono +1~For e +1~Pen.
|
Hidden Knives
Melee Attacks allocated by the model against an enemy unit’s Flank or Rear Facing gain +1~Str and +1~AP.
|
Hidden Knives
Melee Attacks allocated by the model against an enemy unit’s Flank or Rear Facing gain +1~Str and +1~AP.
|
|
Segmented Shell
Attacks with Multiple Wounds (X) against the model reduce their X by~1 (to a minimum of~1).
|
Coquille segmentée
Les attaques avec Blessures multiples (X) qui sont portées contre la figurine voient leur valeur de « X » réduite de 1 (jusqu’à un minimun de 1).
|
Segmented Shell
Attacks with Multiple Wounds (X) against the model reduce their X by~1 (to a minimum of~1).
|
Segmented Shell
Attacks with Multiple Wounds (X) against the model reduce their X by~1 (to a minimum of~1).
|
Concha Segmentada
Los ataques con Heridas Múltiples (X) contra la miniatura reducen su X en~1, (hasta un mínimo de~1).
|
Guscio Segmentato
Gli attacchi con Ferite Multiple (X) contro il modello riducono la propria X di~1 (fino a un minimo di~1).
|
Segmented Shell
Attacks with Multiple Wounds (X) against the model reduce their X by~1 (to a minimum of~1).
|
Segmented Shell
Attacks with Multiple Wounds (X) against the model reduce their X by~1 (to a minimum of~1).
|
|
Horns of Hubris
Van\-guard~Mob) (3)}.
|
Cornes de vanité
Avant-garde~Mob) (3)}.
|
Horns of Hubris
Van\-guard~Mob) (3)}.
|
Horns of Hubris
Van\-guard~Mob) (3)}.
|
Cuernos de Arrogancia
Van\-guardia~Mov) (3)}.
|
Corna della Tracotanza
Avanguardia) (3)}.
|
Horns of Hubris
Van\-guard~Mob) (3)}.
|
Horns of Hubris
Van\-guard~Mob) (3)}.
|
|
Dark Hide
At the beginning of Vanguard Units (Battle Setup, step~3.F), you may remove any unit entirely with this Manifestation from the Battlefield and Deploy them again elsewhere, following the general Deployment restrictions.
|
Sombre cuir
Au début de l’étape 3.F des Préparatifs avant le combat (« Déplacer les unités d’Avant-garde »), vous pouvez ôter du champ de bataille une unité avec cette Manifestation et la redéployer ailleurs, en suivant les restrictions des règles habituelles de Déploiement.
|
Dark Hide
At the beginning of Vanguard Units (Battle Setup, step~3.F), you may remove any unit entirely with this Manifestation from the Battlefield and Deploy them again elsewhere, following the general Deployment restrictions.
|
Dark Hide
At the beginning of Vanguard Units (Battle Setup, step~3.F), you may remove any unit entirely with this Manifestation from the Battlefield and Deploy them again elsewhere, following the general Deployment restrictions.
|
Piel Oscura
Al principio de Vanguardia de Unidades (Preparación de Batalla, paso~3.F), puedes retirar cualquier unidad enteramente con esta Manifestación del Campo de Batalla y Desplegarlo de nuevo en cualquier otro lugar, siguiendo las restricciones normales de Despliegue.
|
Velloscuro
All’inizio dello Step 3.F delle Preparazione della Battaglia (Unità in Avanguardia), puoi rimuovere un’unità interamente con questa Manifestazione dal Campo di Battaglia e puoi Schierarla ancora altrove, seguendo le normali restrizioni per lo Schieramento.
|
Dark Hide
At the beginning of Vanguard Units (Battle Setup, step~3.F), you may remove any unit entirely with this Manifestation from the Battlefield and Deploy them again elsewhere, following the general Deployment restrictions.
|
Dark Hide
At the beginning of Vanguard Units (Battle Setup, step~3.F), you may remove any unit entirely with this Manifestation from the Battlefield and Deploy them again elsewhere, following the general Deployment restrictions.
|
|
Mirror Scales
Each Melee Attack allocated against the model that rolls a 1 to hit is instead allocated to the attacking model’s Health Pool, with Automatic Hits.
|
Écailles réfléchissantes
Chaque Attaque de corps à corps allouée à la figurine qui donne un~1 pour toucher est allouée à la place à la Réserve de Points de vie de la figurine attaquante, avec Touche automatique.
|
Mirror Scales
Each Melee Attack allocated against the model that rolls a 1 to hit is instead allocated to the attacking model’s Health Pool, with Automatic Hits.
|
Mirror Scales
Each Melee Attack allocated against the model that rolls a 1 to hit is instead allocated to the attacking model’s Health Pool, with Automatic Hits.
|
Escamas Espejo
Cada Ataque de Melé asignado contra la miniatura que saque un 1 para impactar, en su lugar se asigna a la Reserva de Heridas de la miniatura atacante con Impactos Automáticos.
|
Scaglie A Specchio
Ogni Attacco da Mischia assegnato al modello con un tiro di dado di 1 per colpire viene invece assegnato alla Riserva di Punti Ferita del modello che sta attaccando, con Colpi Automatici.
|
Mirror Scales
Each Melee Attack allocated against the model that rolls a 1 to hit is instead allocated to the attacking model’s Health Pool, with Automatic Hits.
|
Mirror Scales
Each Melee Attack allocated against the model that rolls a 1 to hit is instead allocated to the attacking model’s Health Pool, with Automatic Hits.
|
|
Hell Can Wait
One use only. Duration: One Phase. May be activated just before the model’s unit rolls a Break Test: that Break Test is automatically failed, and the HP loss suffered from Su\-per\-nal is halved, rounding fractions down.
|
L’Enfer attendra
Usage unique. Durée : Fin de la phase. Peut être activé juste avant que l’unité de la figurine ne fasse un Test de moral : ce test échoue automatiquement, et la perte de Points de vie subie en raison de la règle Surnaturel est divisée par deux (en arrondissant à l’unité inférieure).
|
Hell Can Wait
One use only. Duration: One Phase. May be activated just before the model’s unit rolls a Break Test: that Break Test is automatically failed, and the HP loss suffered from Su\-per\-nal is halved, rounding fractions down.
|
Hell Can Wait
One use only. Duration: One Phase. May be activated just before the model’s unit rolls a Break Test: that Break Test is automatically failed, and the HP loss suffered from Su\-per\-nal is halved, rounding fractions down.
|
El Infierno Puede Esperar
Un solo uso. Duración: Una Fase. Puede ser activado justo antes de que la miniatura realice un Chequeo de Desmoralización: ese Chequeo de Desmoralización es automáticamente fallado y la pérdida de PV sufrido por Superno es reducido a la mitad, redondeando hacia abajo.
|
L’Inferno Può Attendere
Un solo uso. Durata: Una Fase. Può essere attivato appena prima che l’unità del modello effettui un Test di Rotta: quel Test di Rotta è automaticamente fallito e la perdita di PF subita a causa di Superno viene dimezzata, arrotondando per eccesso.
|
Hell Can Wait
One use only. Duration: One Phase. May be activated just before the model’s unit rolls a Break Test: that Break Test is automatically failed, and the HP loss suffered from Su\-per\-nal is halved, rounding fractions down.
|
Hell Can Wait
One use only. Duration: One Phase. May be activated just before the model’s unit rolls a Break Test: that Break Test is automatically failed, and the HP loss suffered from Su\-per\-nal is halved, rounding fractions down.
|
|
Golden Helm
Courage Tests taken by the unit gain Minimised.
|
Heaume doré
Les Tests de bravoure effectués par l’unité sont minimisés.
|
Golden Helm
Courage Tests taken by the unit gain Minimised.
|
Golden Helm
Courage Tests taken by the unit gain Minimised.
|
Yelmo Dorado
Los Chequeos de Coraje realizados por la unidad obtienen Minimizada.
|
Elmo Dorato
I Test di Coraggio effettuati dall’unità ottengono Minimizzato.
|
Golden Helm
Courage Tests taken by the unit gain Minimised.
|
Golden Helm
Courage Tests taken by the unit gain Minimised.
|
|
Piercing Spike
+1~AP.
|
Épine perforante
+1~PA.
|
Piercing Spike
+1~AP.
|
Piercing Spike
+1~AP.
|
Espiga Perforadora
+1~PA.
|
Punta Penetrante
+1~Pen.
|
Piercing Spike
+1~AP.
|
Piercing Spike
+1~AP.
|
|
Horrifying Visage
One use only. Duration: One Phase.
May be activated at the start of a friendly Charge Phase: the model gains Horror, and its Charge Range rolls are Maximised.
|
Figure repoussante
Usage unique. Durée : Fin de la phase. Peut être activé au début de votre Phase de charge : la figurine gagne Horreur, et ses jets de Portée de charge sont maximisés.
|
Horrifying Visage
One use only. Duration: One Phase.
May be activated at the start of a friendly Charge Phase: the model gains Horror, and its Charge Range rolls are Maximised.
|
Horrifying Visage
One use only. Duration: One Phase.
May be activated at the start of a friendly Charge Phase: the model gains Horror, and its Charge Range rolls are Maximised.
|
Visaje Horripilante
Un solo uso. Duración: Una Fase.
Puede activarse al principio de una Fase de Carga amiga: la miniatura obtiene Horror, y sus tiradas de Alcance de Carga obtienen Maximizada.
|
Volto Terrificante
Un solo uso. Durata: Una Fase.
Può essere attivato all’inizio di una Fase di Carica amica: il modello ottiene Orrore e i tiri per la sua Distanza di Carica sono Massimizzati.
|
Horrifying Visage
One use only. Duration: One Phase.
May be activated at the start of a friendly Charge Phase: the model gains Horror, and its Charge Range rolls are Maximised.
|
Horrifying Visage
One use only. Duration: One Phase.
May be activated at the start of a friendly Charge Phase: the model gains Horror, and its Charge Range rolls are Maximised.
|
|
Venom Sacs
Poison Attacks (Melee \& Shooting).
|
Glandes à venin
Attaque empoisonnée (Corps à corps et tir).
|
Venom Sacs
Poison Attacks (Melee \& Shooting).
|
Venom Sacs
Poison Attacks (Melee \& Shooting).
|
Sacos de Veneno
Ataques Envenenados (Melé \& Disparo).
|
Sacche di Veleno
Attacchi Venefici (Mischia \& Tiro).
|
Venom Sacs
Poison Attacks (Melee \& Shooting).
|
Venom Sacs
Poison Attacks (Melee \& Shooting).
|
|
Hellish Larynx
The model part gains Breath Attack (Str~3, AP~2, Magical Attacks, Stand and Shoot).
|
Gosier infernal
L’élément de figurine gagne Attaque de souffle (Fo 3, PA 2, Attaque magique, Tenir et tirer !).
|
Hellish Larynx
The model part gains Breath Attack (Str~3, AP~2, Magical Attacks, Stand and Shoot).
|
Hellish Larynx
The model part gains Breath Attack (Str~3, AP~2, Magical Attacks, Stand and Shoot).
|
Laringe Infernal
La parte de la miniatura gana Aliento (Fue~3, PA~2, Ataques Mágicos, Aguantar y Disparar).
|
Laringe Infernale
La parte del modello ottiene Attacco a Soffio (For~3, Pen~2, Attacchi Magici, Resistere e Tirare).
|
Hellish Larynx
The model part gains Breath Attack (Str~3, AP~2, Magical Attacks, Stand and Shoot).
|
Hellish Larynx
The model part gains Breath Attack (Str~3, AP~2, Magical Attacks, Stand and Shoot).
|
|
Hammer Hand
+1~Att.
|
Poing marteleur
+1 Att.
|
Hammer Hand
+1~Att.
|
Hammer Hand
+1~Att.
|
Mano de Martillo
+1~Ata.
|
Mano A Martello
+1~Att.
|
Hammer Hand
+1~Att.
|
Hammer Hand
+1~Att.
|
|
Hot Blood
Devastating Charge (+2~Agi).
|
Sang bouillonnant
Charge dévastatrice (+2~Agi).
|
Hot Blood
Devastating Charge (+2~Agi).
|
Hot Blood
Devastating Charge (+2~Agi).
|
Sangre Caliente
Carga Devastadora (+2~Agi).
|
Sangue Caldo
Carica Devastante (+2~Agi).
|
Hot Blood
Devastating Charge (+2~Agi).
|
Hot Blood
Devastating Charge (+2~Agi).
|
|
Incendiary Ichor
Aegis (3+, against Flaming Attacks), Flaming Attacks (Melee \& Shooting). The model automatically fails all Regeneration Saves.
|
Ichor incendiaire
Ægide (3+, contre Attaque enflammée), Attaque enflammée (Corps à corps et tir). La figurine rate automatiquement toutes ses sauvegardes de Régénération.
|
Incendiary Ichor
Aegis (3+, against Flaming Attacks), Flaming Attacks (Melee \& Shooting). The model automatically fails all Regeneration Saves.
|
Incendiary Ichor
Aegis (3+, against Flaming Attacks), Flaming Attacks (Melee \& Shooting). The model automatically fails all Regeneration Saves.
|
Icor Incendiario
Égida (3+, contra Ataques Flamígeros), Ataques Flamígeros (Melé \& Disparo). La miniatura falla automáticamente sus Salvaciones de Regeneración.
|
Icore Incendiario
Egida (3+, contro Attacchi Infuocati), Attacchi Infuocati (Mischia \& Tiro). Il modello fallisce automaticamente tutti i propri Tiri di Protezione Rigenerazione.
|
Incendiary Ichor
Aegis (3+, against Flaming Attacks), Flaming Attacks (Melee \& Shooting). The model automatically fails all Regeneration Saves.
|
Incendiary Ichor
Aegis (3+, against Flaming Attacks), Flaming Attacks (Melee \& Shooting). The model automatically fails all Regeneration Saves.
|
|
Unhinging Jaw
Zeal (against Height~3--5).
|
Mâchoire déboîtée
Zèle (contre Taille 3--5).
|
Unhinging Jaw
Zeal (against Height~3--5).
|
Unhinging Jaw
Zeal (against Height~3--5).
|
Mandíbula Desencajada
Fervor (contra Altura~3--5).
|
Mascella Snodabile
Zelo (contro Altezza~3--5).
|
Unhinging Jaw
Zeal (against Height~3--5).
|
Unhinging Jaw
Zeal (against Height~3--5).
|
|
Mark of the Eternal Champion
The unit or model knows (or gains) Hereditary Spell as an additional Learned Spell.
If the unit or model is not a Wizard, it instead gains Wizard Conclave (1), and knows Hereditary Spell.
|
Marque du Champion éternel
La figurine ou l’unité connaît (ou gagne) Sort héréditaire en tant que Sort appris supplémentaire.
Si la figurine ou l’unité n’est pas un Magicien, à la place, elle gagne Conclave de magiciens (1), et connaît Sort héréditaire.
|
Mark of the Eternal Champion
The unit or model knows (or gains) Hereditary Spell as an additional Learned Spell.
If the unit or model is not a Wizard, it instead gains Wizard Conclave (1), and knows Hereditary Spell.
|
Mark of the Eternal Champion
The unit or model knows (or gains) Hereditary Spell as an additional Learned Spell.
If the unit or model is not a Wizard, it instead gains Wizard Conclave (1), and knows Hereditary Spell.
|
Marca del Campeón Eterno
La unidad o miniatura conoce (u obtiene) Hechizo Hereditario como un Hechizo Aprendido adicional.
Si la unidad o miniatura no es un Mago, en su lugar obtiene Cónclave de Magos (1) que conoce el Hechizo Hereditario.
|
Marchio del Campione Eterno
L’unità o il modello conosce (o ottiene) Incantesimo Ereditario come Incantesimo Appreso aggiuntivo.
Se l’unità o il modello non è un Mago, ottiene invece Conclave di Maghi (1) e conosceIncantesimo Ereditario.
|
Mark of the Eternal Champion
The unit or model knows (or gains) Hereditary Spell as an additional Learned Spell.
If the unit or model is not a Wizard, it instead gains Wizard Conclave (1), and knows Hereditary Spell.
|
Mark of the Eternal Champion
The unit or model knows (or gains) Hereditary Spell as an additional Learned Spell.
If the unit or model is not a Wizard, it instead gains Wizard Conclave (1), and knows Hereditary Spell.
|
|
Mesmerising Plumage
Afflict (1~Def, 1~Off)
|
Plumage obsédant
Contact (1~Déf, 1~Off)
|
Mesmerising Plumage
Afflict (1~Def, 1~Off)
|
Mesmerising Plumage
Afflict (1~Def, 1~Off)
|
Plumaje Cautivador
Afligir (1~Def, 1~Ofe)
|
Piumaggio Ipnotico
Affligge (1~Dif, 1~Off)
|
Mesmerising Plumage
Afflict (1~Def, 1~Off)
|
Mesmerising Plumage
Afflict (1~Def, 1~Off)
|
|
Trampling Hooves
Model parts without Mount or Construct gain Grind Attack) (D3, Str~5, AP~2, Magical Attacks, Unmodifiable)}.
|
Sabots massifs
Les éléments de figurine sans Monture ni Assemblage gagnent Broyage) (1D3, Fo~5, PA~2, Attaque magique, Fixe)}.
|
Trampling Hooves
Model parts without Mount or Construct gain Grind Attack) (D3, Str~5, AP~2, Magical Attacks, Unmodifiable)}.
|
Trampling Hooves
Model parts without Mount or Construct gain Grind Attack) (D3, Str~5, AP~2, Magical Attacks, Unmodifiable)}.
|
Pezuñas de Pisotones
Las partes de la miniatura sin Montura o Constructo obtiene Ataque Pulverizador) (1D3, Fue~5, PA~2, Ataques Mágicos, Inmodificable)}.
|
Zoccoli Che Calpestano
Le parti del modello senza Cavalcature o Costrutto ottengono Attacco Stritolante) (D3, For~5, Pen~2, Attacchi Magici, Immodificabile)}.
|
Trampling Hooves
Model parts without Mount or Construct gain Grind Attack) (D3, Str~5, AP~2, Magical Attacks, Unmodifiable)}.
|
Trampling Hooves
Model parts without Mount or Construct gain Grind Attack) (D3, Str~5, AP~2, Magical Attacks, Unmodifiable)}.
|
|
Unnatural Roots
A unit containing gains Resolute.
|
Racines contre-nature
Une unité contenant cette Manifestation gagne Résolu.
|
Unnatural Roots
A unit containing gains Resolute.
|
Unnatural Roots
A unit containing gains Resolute.
|
Raíces Antinaturales
Una unidad que contiene obtiene Resuelto.
|
Radici Innaturali
Un’unità contenente ottiene Risoluto.
|
Unnatural Roots
A unit containing gains Resolute.
|
Unnatural Roots
A unit containing gains Resolute.
|
|
Torporous Tendrils
Afflict (2~Agi).
|
Vrilles léthargiques
Contact (2~Agi).
|
Torporous Tendrils
Afflict (2~Agi).
|
Torporous Tendrils
Afflict (2~Agi).
|
Zarcillos Tormentosos
Afligir (2~Agi).
|
Viticci Intorpidenti
Affligge (2~Agi).
|
Torporous Tendrils
Afflict (2~Agi).
|
Torporous Tendrils
Afflict (2~Agi).
|
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
Whip Crack Tail
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|