Hardes Bestiales

Hardes Bestiales

Correspondance des traductions avec la VO

Règles et Équipements utilisés par l'armée

FR EN
Endormi
Vous pouvez choisir de ne pas déployer cette unité normalement. Vous pouvez alors décider de réveiller l’unité au début d’une de vos étapes des Autres Mouvements. Dans ce cas, placez la figurine où vous le souhaitez du moment qu’elle est complètement dans une Forêt.
Sleeper
You may choose not to deploy this unit as normal. Instead the controlling player may choose to awaken the Sleeper at the start of any friendly Remaining Moves sub-phase: the Briar Beast is placed completely within any Forests feature on the table.
Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone). Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone). Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
Halberd
Halberd
Arc
Bow
Arme Lourde
Great Weapon
Armure Lourde
Heavy Armour
Armure Légère
Light Armour
Attaques de Géant
Quand un Géant attaque au Corps àCorps, au lieu d’attaquer normalement, choisissez une unité en contact socle à socle à attaquer et lancez 1D6. Déterminez ci‐dessous la table à utiliser selon le Type de Troupe de l’unité visée, et trouvez l’attaque correspondant au résultat du dé. Il est important de noter que les Attaques de Géant comptent comme des Attaques de Corps à Corps et suivent ainsi normalement les règles affectant ces attaques. Le Géant peut également faire son Piétinement. Si l’unité est de type Infanterie, Bête de Guerre, Cavalerie, Nuée ou Machine de Guerre : 1 : Hurle 2 : Saute 3 : Ramasse 4­6 : Frappe Si l’unité est de type Infanterie Monstrueuse, Cavalerie Monstrueuse, Bête Monstrueuse, Char, Monstre ou Monstre Monté: 1 : Hurle 2­3 : Tape comme un Sourd 4­6 : Fracasse Hurle : Ni le Géant, ni l’unité sélectionnée ne peuvent faire d’Attaques de Corps à Corps pendant cette phase. Les attaques déjà réalisées, incluant celles réalisées simultanément avec cette attaque, ne sont pas concernées. Le camp du Géant gagne automatiquement le combat avec un résultat de 2. Si deux Géants opposés, ou plus, utilisent l’attaque Hurle, le combat est un match nul. Saute : L’unité sélectionnée subit 1D6 touches de la Force du Géant. Le Géant doit faire un test de Terrain Dangereux. Ramasse : Choisissez une figurine dans l’unité sélectionnée et en contact socle à socle avec le Géant. Cette figurine doit faire un test de Force et un test de Capacité de Combat. Pour chaque test raté, la figurine subit une touche de la Force du Géant et suivant la règle spéciale Blessures Multiples (1D3). Frappe : Le Géant fait 2D6 attaques contre l’unité choisie. Tape comme un Sourd : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine doit faire un test d’Initiative. Si elle échoue, la figurine subit 2D6 blessures avec Perforant (6). Fracasse : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine subit une blessure avec Perforant (6). Si la figurine n’a pas encore attaqué, elle ne peut pas le faire au cours de cette manche. Si la figurine a déjà réalisé ses attaques, elle ne pourra pas attaquer au cours du Tour de Joueur à venir.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
Aura de Folie
Les unités ennemies à moins de 6′′ d’au moins une figurine avec cette règle subissent un malus de ‐1 en Commandement.
Aura of Madness
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Leadership.
Aurige Roi des Tombes
Aurige Roi des Tombes
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Ivrogne
Avant de déployer votre armée, choisissez pour chaque unité avec cette règle son état de sobriété: Sobre ou Ivre. Les Personnages avec cette règle ne peuvent rejoindre que des unités l’ayant aussi et étant dans le même état de sobriété. Sobre : Miraculeusement sobres, pour une fois. Les figurines de l’unité gagnent les règles Avant‐Garde et Troupe Légère. Une unité qui a été Sobre au cours de la partie ne peut jamais être une Unité de Capture. Ivre Complètement bourrés. Les figurines de l’unité gagnent les règles Charge Tonnante et Immunisé à la Psychologie. L’unité ne peut pas être déployée en Embuscade.
Drunkard
Units with this rule may gain one of two different sets of effects depending on whether they show up Sober or Drunk on the Battlefield. Sober: The Drunkard unit is miraculously sober for once. Sober models gain Vanguard and Light Troops. A unit that has been Sober once loses Scoring for the rest of the game. Drunk: The Drunkard unit is unbelievably drunk. Drunk models gain Immune to Psychology and Thunderous Charge. Drunk units cannot Ambush. The player must choose before the battle whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models, and vice-versa (models without Drunkard are considered neither Drunk or Sober).
Blood Offering
Units that include at least one Character with this rule may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed to a Character with this rule in the unit.
Blood Offering
Units that include at least one Character with this rule may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed to a Character with this rule in the unit.
Bodyguard (Beast Lord)
When a Character is joined to an unit with where at least one model has the Bodyguard Special Rule, that Character gains the Stubborn Special Rule. Sometimes this only works with certain Characters. When this is the case, the relevant Characters or Character types will be stated in brackets
Bodyguard (Beast Lord)
When a Character is joined to an unit with where at least one model has the Bodyguard Special Rule, that Character gains the Stubborn Special Rule. Sometimes this only works with certain Characters. When this is the case, the relevant Characters or Character types will be stated in brackets
Offrande de Sang
Une unité rejointe par au moins un Personnage qui dispose de cette règle peut relancer ses tests de Panique ratés. Toutefois, pour chaque relance, un des Personnages de l’unité avec cette règle doit subir une blessure sans aucune sauvegarde possible.
Looted Booze
One use only. A unit with one or more models with this rule may change from Sober to Drunk at the beginning of any Player Turn.
Bouclier
Shield
Carnage Revigorant
A chaque fois que la figurine inflige une blessure non sauvegardée après avoir obtenu un '6' pour blesser sur une attaque avec la règle Coup Fatal, cette attaque gagne Blessures Multiples (1D3), et la figurine Récupère 1 Point de Vie à la fin de ce palier d’Initiative.
Strength From Flesh
Whenever a Gortach inflicts an unsaved Lethal Strike (rolling a natural ‘6’to wound with an attack with Lethal Strike), the attack gains Multiple Wounds (D3). If this attack successfully causes one or more unsaved Wounds, the Gortach Recovers 1 Wound at the end of the initiative step.
Char
Char
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Hunting Horn
All friendly units within 6" of one or more models with this special rule gain a +1" modifier to their Charge Range.
Hunting Horn
All friendly units within 6" of one or more models with this special rule gain a +1" modifier to their Charge Range.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Sang d’Équidé
Les touches occasionnées par la règle Piétinement ne peuvent jamais être distribuées à la figurine
Half Horse
Stomp hits can never be distributed to a model with this rule.
Hurl Attack
Catapult (4) Artillery Weapon with: Range 6-36", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)], Magical Attacks, Divine Attacks. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Hurl Attack
Catapult (4) Artillery Weapon with: Range 6-36", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)], Magical Attacks, Divine Attacks. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Instinct Primitif
Au début de chaque Manche de Corps à Corps, chaque unité avec au moins une figurine possédant cette règle doit passer un test de Commandement. S’il est réussi, les éléments de figurine avec cette règle doivent relancer leurs jets pour toucher ratés pendant cette manche.
Primal Instinct
At the start of each Round of Combat, each unit with one or more models with this special rule must take a Leadership Test. If passed, model parts with this special rule must reroll failed to-hit rolls during that Round of Combat.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Lance Légère
Light Lance
Légions de Chars
Légions de Chars
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Morts-vivants de Nehekhara
Morts-vivants de Nehekhara
Protection de Monture (5+)
Mount’s Protection (5+)
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Tactique de Meute
Lors du jet de dés pour la charge, si une unité possède au moins une figurine avec cette règle et plus de la moitiéde son rang avant dans l’arc latéral ou arrière de l’ennemi, alors cette unité gagne Course Rapide pour ce jet de dé. Cette règle ne s’applique pas aux mouvements de poursuite.
Pack Tactics
Models with this rule gain Swiftstride as long as their unit is charging into an enemy unit ’s flank or rear.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Pur-Sang
Pur-Sang
Random Attacks (1D6+1)
A model part with this rule has a random number of Attacks equal to the value between brackets (before adding possible modifier to it). For example, a model with Random Attacks (D3+2) can have between 3 and 5 Attacks. These attacks ignore the limit which states that a model may have a maximum of 10 attacks.
Random Attacks (1D6+1)
A model part with this rule has a random number of Attacks equal to the value between brackets (before adding possible modifier to it). For example, a model with Random Attacks (D3+2) can have between 3 and 5 Attacks. These attacks ignore the limit which states that a model may have a maximum of 10 attacks.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Wizard Apprentice with 1 learned spell
Wizard Apprentice with 1 learned spell

Objets magiques utilisables par l'armée

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Bannières magiques utilisables par l'armée

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Icône d’Éther
Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Bannière de Discipline
L’unité du porteur réussit automatiquement ses tests de Panique.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Bannière de Vitesse
L’unité du porteur gagne +1 en Mouvement.
Banner of Speed
The bearer's unit gains +1 Movement.
Bannière Lacérante
Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Étendard de Guerre
L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Étendard du Pisteur
L’unité du porteur gagne les règles Course Rapide et Guide.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Étendard Flamboyant
Au début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Icône Étincelante
Usage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement. L’unité peut alors relancer les dés pour ce test raté.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icône de la Compagnie Implacable
Usage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements. Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.

Unités de l'armée

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Seigneur Bestial
Beast Lord
Beast Chieftain
Beast Chieftain
Chef de Harde Centaure
Centaur Chieftain
Chef de Harde Minotaure
Minotaur Chieftain
Animiste Bestial
Soothsayer
Seigneur Minotaure
Minotaur Warlord
Char à Dent­Tranchante
Razortusk Chariot
Char Maraudeur
Raiding Chariot
Harde de Demi­Cornes
Mongrel Herd
Demi­Cornes Pillards
Mongrel Raiders
Harde de Fières­Cornes
Wildhorn Herd
Bête des Sous­Bois
Briar Beast
Centaures
Centaurs
Molosses Sauvages
Feral Hounds
Gargouilles
Gargoyles
Harde de Longues­Cornes
Longhorn Herd
Minotaures
Minotaurs
Char Maraudeur
Raiding Chariot
Char à Dent­Tranchante
Razortusk Chariot
Dents­Tranchantes
Razortusk Herd
Géant Bestial
Beast Giant
Cyclope
Cyclops
Gortak
Gortach
Jabberwockie
Jabberwock