Correspondance des traductions avec la VO
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À sang froid
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Cold-blooded
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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.
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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.
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Arme Lourde
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Great Weapon
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Armure Lourde
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Heavy Armour
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Paire d'Armes
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Paired Weapons
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Armure de Plates
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Plate Armor
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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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.
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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.
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Crossbow
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
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Crossbow
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Blessures multiples
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Multiple Wounds
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Frénésie de sang
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Blood Frenzy
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Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
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Bodyguard (General, Dwarf King)
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Bodyguard (General, Dwarf King)
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Shrapnel Bombs
Sweeping Attack. The enemy unit suffersD6*2 Strength 3 hits with Armour Piercing (1).If a natural '6' is rolled for the number of hits, after the attack has been resolved,the Shrapnel Bombs cannot be used anymore this battle
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Shrapnel Bombs
Sweeping Attack. The enemy unit suffersD6*2 Strength 3 hits with Armour Piercing (1).If a natural '6' is rolled for the number of hits, after the attack has been resolved,the Shrapnel Bombs cannot be used anymore this battle
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Bouclier
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Shield
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Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
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Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
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Cavalerie Légère
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Fast Cavalry
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Impact Hits (+1)
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Impact Hits (+1)
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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.
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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.
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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.
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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.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled.
If this is used, you must either reroll all dice or none.
This rule cannot be used by a model that is Engaged in Combat.
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Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled.
If this is used, you must either reroll all dice or none.
This rule cannot be used by a model that is Engaged in Combat.
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Engineering Rune
A Field Artillery with this Rune adds +4 to any roll on the Misfire Table.
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Engineering Rune
A Field Artillery with this Rune adds +4 to any roll on the Misfire Table.
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Entrench
Once deployment has finished but before moving Vanguard and Scout units, a model with this rule may Entrench one
War Machine. The War Machine counts as if in Hard Cover. It loses this rule permanently if it moves.
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Entrench
Once deployment has finished but before moving Vanguard and Scout units, a model with this rule may Entrench one
War Machine. The War Machine counts as if in Hard Cover. It loses this rule permanently if it moves.
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Scout
Before deploying an army that includes units with Scout, you 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 Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Scout
Before deploying an army that includes units with Scout, you 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 Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
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Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
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Fireborn
Model parts with this special rule have a Ward Save (2+) against Flaming Attacks. While a model has Fireborn, it cannot benefit from Regeneration.
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Fireborn
Model parts with this special rule have a Ward Save (2+) against Flaming Attacks. While a model has Fireborn, it cannot benefit from Regeneration.
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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.
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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.
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Forge Gun
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire
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Forge Gun
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire
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Forge Repeater
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
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Forge Repeater
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
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Shrapnel Grenades
Sweeping Attack which can be used once per game, the enemy unit suffers D3 Strength 3 hits for each Steam Copter in the unit. One Use Only.
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Shrapnel Grenades
Sweeping Attack which can be used once per game, the enemy unit suffers D3 Strength 3 hits for each Steam Copter in the unit. One Use Only.
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Grande Cible
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Large target
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Grinding Attacks (3D3)
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Grinding Attacks (3D3)
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests.
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Seen It All
Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests.
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Immune to Psychology
If half or more 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.
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Immune to Psychology
If half or more 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.
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Runic Anvil
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Runic Anvil
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Innate Defense (3+)
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Innate Defense (3+)
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Innate Defense (6+)
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Innate Defense (6+)
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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.
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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.
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Majesty of High Kings
A General mounted on a War Throne increases the range of its Inspiring Presence to 18". All friendly units within 6" of a War Throne gain Swiftstride. If a Character mounted on a War Throne joins a unit and is subsequently slain, the unit gains Frenzy.
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Majesty of High Kings
A General mounted on a War Throne increases the range of its Inspiring Presence to 18". All friendly units within 6" of a War Throne gain Swiftstride. If a Character mounted on a War Throne joins a unit and is subsequently slain, the unit gains Frenzy.
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Rune Craft Mastery
An Anvil of Power can make Dispel Attempts as if it were a Wizard Apprentice. An Anvil of Power may choose up to three different Bound Spells from among the Battle Runes (free) and the Anvil Runes below. All Battle andAnvil Bound Spells cast by the Anvil of Power have a 36" range. Battle Runes are cast with a Power Level of 4, while Anvil Runes are cast with a Power Level of 5.
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Rune Craft Mastery
An Anvil of Power can make Dispel Attempts as if it were a Wizard Apprentice. An Anvil of Power may choose up to three different Bound Spells from among the Battle Runes (free) and the Anvil Runes below. All Battle andAnvil Bound Spells cast by the Anvil of Power have a 36" range. Battle Runes are cast with a Power Level of 4, while Anvil Runes are cast with a Power Level of 5.
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Weapon Master
At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
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Weapon Master
At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Protection de Monture (5+)
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Mount’s Protection (5+)
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Protection de Monture (6+)
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Mount’s Protection (6+)
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Wall of Iron
The Ward Save (6+) from the Shield. Wall special rule is increased to (5+)
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Wall of Iron
The Ward Save (6+) from the Shield. Wall special rule is increased to (5+)
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Shield Wall
As long as they are using a Shield, models with this special rule gain a Ward Save (6+) against non-Special Close Combat Attacks made by enemy models to their front.
This Ward Save is improved to (5+) during the Round of Combat following directly after the unit was charged.
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Shield Wall
As long as they are using a Shield, models with this special rule gain a Ward Save (6+) against non-Special Close Combat Attacks made by enemy models to their front.
This Ward Save is improved to (5+) during the Round of Combat following directly after the unit was charged.
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Not a Leader
Models with this rule can never be the General.
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Not a Leader
Models with this rule can never be the General.
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Peau Écailleuse
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Scaly Skin
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The bigger they are...
Close Combat Attacks made by models with this special rule always wound on to-wound rolls of 4+ (or better if the model’s Strength allows it). When rolling for Charge Range, if the charged unit contains one or more models of the following Troop Types: Ridden Monsters, Monsters, Monstrous Beast, Monstrous Cavalry or Monstrous Infantry, models with this rule gain Swiftstride for this Charge Range roll. This does not apply to Pursuit moves.
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The bigger they are...
Close Combat Attacks made by models with this special rule always wound on to-wound rolls of 4+ (or better if the model’s Strength allows it). When rolling for Charge Range, if the charged unit contains one or more models of the following Troop Types: Ridden Monsters, Monsters, Monstrous Beast, Monstrous Cavalry or Monstrous Infantry, models with this rule gain Swiftstride for this Charge Range roll. This does not apply to Pursuit moves.
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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.
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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.
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Relentless
Infantry units entirely composed of models with this special rule may triple their Movement when marching instead of doubling it. This is extended to other situations where a move is limited by twice the Movement value ofthe model, such as Wheeling, Reforming, Moving Characters within a unit and so on. In those cases, use triple the movement value instead.
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Relentless
Infantry units entirely composed of models with this special rule may triple their Movement when marching instead of doubling it. This is extended to other situations where a move is limited by twice the Movement value ofthe model, such as Wheeling, Reforming, Moving Characters within a unit and so on. In those cases, use triple the movement value instead.
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Sturdy
A model with this rule has Thunderous Charge. Furthermore, it does not suffer to-hit modifiers from taking a Stand and Shoot Charge Reaction.
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Sturdy
A model with this rule has Thunderous Charge. Furthermore, it does not suffer to-hit modifiers from taking a Stand and Shoot Charge Reaction.
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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.
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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.
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Terreur
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Terror
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Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strikes at Initiative 10, and the wielder gains Random Attacks (3D3). A model with this weapon cannot be joined by Characters.
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Whirling Chains of Doom
Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strikes at Initiative 10, and the wielder gains Random Attacks (3D3). A model with this weapon cannot be joined by Characters.
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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).
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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).
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Ward Save (6+)
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).
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Ward Save (6+)
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).
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Aether Loathestone
One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing this rune, friendly models cannot cast Bound Spells nor can any friendly models carry Arcane Runes.
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Aether Loathestone
One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing this rune, friendly models cannot cast Bound Spells nor can any friendly models carry Arcane Runes.
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Rune of Oaths
The target gains Stubborn and Immune to Psychology.
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Rune of Oaths
The target gains Stubborn and Immune to Psychology.
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Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the wearer gains Stubborn.
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Rune of Courage
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the wearer gains Stubborn.
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Rune of Devouring
One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is cast as normal but is afterward lost and cannot be cast again for the rest of the game. This rune cannot be combined with the Rune of Denial on the same item.
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Rune of Devouring
One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is cast as normal but is afterward lost and cannot be cast again for the rest of the game. This rune cannot be combined with the Rune of Denial on the same item.
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Rune of Iron
The wearer gains Innate Defence (6+). One additional rune may be used to increase this effect to (5+).
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Rune of Iron
The wearer gains Innate Defence (6+). One additional rune may be used to increase this effect to (5+).
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Rune of Fire
Attacks made with a weapon engraved with this Rune gain Flaming Attacks.
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Rune of Fire
Attacks made with a weapon engraved with this Rune gain Flaming Attacks.
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Rune of Steel
An armour engraved with this Rune allows the wearer to reroll failed Armour Saves.
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Rune of Steel
An armour engraved with this Rune allows the wearer to reroll failed Armour Saves.
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Rune of Kinship
The bearer gains Scout and Ambush but may not be mounted on a War Throne.
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Rune of Kinship
The bearer gains Scout and Ambush but may not be mounted on a War Throne.
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Rune of Smashing
Models on foot only. Attacks made with a Weapon engraved with this Rune gain Strength 10 when attacking targets with a Toughness of 5 or greater.
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Rune of Smashing
Models on foot only. Attacks made with a Weapon engraved with this Rune gain Strength 10 when attacking targets with a Toughness of 5 or greater.
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Rune of Harnessing
The Dwarven Hold player gains a +1 modifier to Channel rolls and the opponent suffer a -1 modifier to Channel rolls.
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Rune of Harnessing
The Dwarven Hold player gains a +1 modifier to Channel rolls and the opponent suffer a -1 modifier to Channel rolls.
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Rune of Craftsmanship
A weapon engraved with this Rune becomes a magical Great Weapon.
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Rune of Craftsmanship
A weapon engraved with this Rune becomes a magical Great Weapon.
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Rune of Grounding
At the end of a friendly Magic Phase, the bearer may save one unused Magic Dice and add it to the pool of Magic Dice in the next Magic Phase (immediately after rolling Magic Flux).
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Rune of Grounding
At the end of a friendly Magic Phase, the bearer may save one unused Magic Dice and add it to the pool of Magic Dice in the next Magic Phase (immediately after rolling Magic Flux).
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Rune of Denial
One use only. The bearer may choose to use this rune instead of making a Dispel Attempt. The spell is automatically dispelled.
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Rune of Denial
One use only. The bearer may choose to use this rune instead of making a Dispel Attempt. The spell is automatically dispelled.
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Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
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Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
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Rune of the Forge
The bearer gains Fireborn.
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Rune of the Forge
The bearer gains Fireborn.
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Rune of Might
Attacks made with a weapon engraved with this Rune gain +1 Strength for each Rune of Might.
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Rune of Might
Attacks made with a weapon engraved with this Rune gain +1 Strength for each Rune of Might.
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Rune of Fury
For each Rune of Fury engraved on a weapon, the bearer gains +1 Attack when wielding this weapon.
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Rune of Fury
For each Rune of Fury engraved on a weapon, the bearer gains +1 Attack when wielding this weapon.
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Rune of Mastery
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Rune of Mastery
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Rune of Penetrating
Attacks made with a weapon engraved with this Rune gain Armour Piercing (6).
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Rune of Penetrating
Attacks made with a weapon engraved with this Rune gain Armour Piercing (6).
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Rune of Precision
The wielder of a weapon engraved with this Rune gain Lightning Reflexes.
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Rune of Precision
The wielder of a weapon engraved with this Rune gain Lightning Reflexes.
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Rune of Quickening
For each Rune of Quickening engraved on a weapon, the bearer strikes at +2 Initiative when using this weapon.
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Rune of Quickening
For each Rune of Quickening engraved on a weapon, the bearer strikes at +2 Initiative when using this weapon.
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Rune of Reckoning
The target friendly unit may reroll failed to-hit rolls in Close Combat.
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Rune of Reckoning
The target friendly unit may reroll failed to-hit rolls in Close Combat.
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Rune of Resistance
Successful to-wound rolls against the wearer of an armour engraved with this Rune must be rerolled.
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Rune of Resistance
Successful to-wound rolls against the wearer of an armour engraved with this Rune must be rerolled.
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Rune of Resolve
The target friendly unit may perform a 6" Magical Move.
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Rune of Resolve
The target friendly unit may perform a 6" Magical Move.
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Rune of Resilience
All to-wound rolls against the target receive a -1 modifier (multiple instances cast on the same unit do not stack).
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Rune of Resilience
All to-wound rolls against the target receive a -1 modifier (multiple instances cast on the same unit do not stack).
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Rune of Retribution
One Use Only. May be activated at the beginning of any Movement Phase. Friendly units within 6" gain Devastating Charge for the duration of the Player Turn.
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Rune of Retribution
One Use Only. May be activated at the beginning of any Movement Phase. Friendly units within 6" gain Devastating Charge for the duration of the Player Turn.
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Rune of Storms
The target instantly suffers D6 Strength 6 hits with Lightning Attacks. The target cannot use Flying movement for the duration of the spell.
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Rune of Storms
The target instantly suffers D6 Strength 6 hits with Lightning Attacks. The target cannot use Flying movement for the duration of the spell.
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Rune of Gleaming
The target gains Hard Target and Distracting.
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Rune of Gleaming
The target gains Hard Target and Distracting.
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Rune of Shielding
A talisman engraved with a Rune of Shielding grants the bearer a Ward Save (6+) or increases the Ward Save on this model by +1 per rune. This Rune stacks only with itself and/or Shield Wall, up to a maximum of 4+ (this does not affect the interaction with Magic Resistance).
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Rune of Shielding
A talisman engraved with a Rune of Shielding grants the bearer a Ward Save (6+) or increases the Ward Save on this model by +1 per rune. This Rune stacks only with itself and/or Shield Wall, up to a maximum of 4+ (this does not affect the interaction with Magic Resistance).
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Rune of Aegis
The wearer gains Magic Resistance (1) or increases this effect by +1 per Rune, up to Magic Resistance (4). This does not increase the Magic Resistance inherited from another model in the unit.
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Rune of Aegis
The wearer gains Magic Resistance (1) or increases this effect by +1 per Rune, up to Magic Resistance (4). This does not increase the Magic Resistance inherited from another model in the unit.
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Rune of Brilliance
The bearer gains a +1 modifier to all dispel rolls and all casting rolls when casting Bound Spells (this overrides the normal restriction of not adding casting modifiers to Bound Spells).
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Rune of Brilliance
The bearer gains a +1 modifier to all dispel rolls and all casting rolls when casting Bound Spells (this overrides the normal restriction of not adding casting modifiers to Bound Spells).
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Rune of Bronze
The wearer gains +1 Wound.
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Rune of Bronze
The wearer gains +1 Wound.
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Rune of Cleansing
Choose one spell with Duration: Lasts One Turn or Remains In Play affecting the target. The spell immediately comes to an end.
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Rune of Cleansing
Choose one spell with Duration: Lasts One Turn or Remains In Play affecting the target. The spell immediately comes to an end.
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Rune of Crushing
The wearer gains Impact Hits (+1).
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Rune of Crushing
The wearer gains Impact Hits (+1).
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Rune of Dragon’s Breath
The bearer gains Breath Weapon (Strength 4, Flaming Attacks, Magical Attacks).
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Rune of Dragon’s Breath
The bearer gains Breath Weapon (Strength 4, Flaming Attacks, Magical Attacks).
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Rune of Infamy
The bearer gains Fear.
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Rune of Infamy
The bearer gains Fear.
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Rune of Mountains
The wearer gains +1 Toughness, up to a maximum of Toughness 6.
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Rune of Mountains
The wearer gains +1 Toughness, up to a maximum of Toughness 6.
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Rune of Shattering
The target instantly suffers 2D6 Strength 4 hits. Units who suffer at least one wound from this Runic Bound Spell suffer a -1 to-hit modifier in Close Combat and treat all terrain (includingOpen Terrain) as Dangerous Terrain (1).
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Rune of Shattering
The target instantly suffers 2D6 Strength 4 hits. Units who suffer at least one wound from this Runic Bound Spell suffer a -1 to-hit modifier in Close Combat and treat all terrain (includingOpen Terrain) as Dangerous Terrain (1).
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Rune of Swift Striking
The target gains +3 Initiative
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Rune of Swift Striking
The target gains +3 Initiative
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Runic Standard of Dismay
Units charging the bearer’s unit suffer a -D6" modifier to their Charge Range. Roll for each unit that charges the bearer's unit, before moving any unit. This can cause a failed charge. This has no effect on Pursuit or Overrun Moves.
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Runic Standard of Dismay
Units charging the bearer’s unit suffer a -D6" modifier to their Charge Range. Roll for each unit that charges the bearer's unit, before moving any unit. This can cause a failed charge. This has no effect on Pursuit or Overrun Moves.
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Runic Standard of Shielding
All friendly units within 6" of the bearer gain a Ward Save (5+) against Shooting Attacks.
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Runic Standard of Shielding
All friendly units within 6" of the bearer gain a Ward Save (5+) against Shooting Attacks.
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Runic Standard of Swiftness
The bearer’s unit gains Vanguard.
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Runic Standard of Swiftness
The bearer’s unit gains Vanguard.
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Icône d’Éther
Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Bannière de Discipline
L’unité du porteur réussit automatiquement ses tests de Panique.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Bannière de Vitesse
L’unité du porteur gagne +1 en Mouvement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Bannière Lacérante
Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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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.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Étendard du Pisteur
L’unité du porteur gagne les règles Course Rapide et Guide.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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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.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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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.
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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.
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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.
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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.
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