Impero di Sonnstahl

Impero di Sonnstahl

Correspondence of translations with another language

Regole e Equipaggiamenti utilizzati dall'esercito

IT EN
Alabarda
Halberd
Arco
Bow
Longbow
Longbow
Armatura pesante
Heavy Armour
Coppia d'armi
Paired Weapons
Armatura leggera
Light Armour
Hand weapon
Hand weapon
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Plate Armor
Plate Armor
Attacchi divini
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.
Balestra
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
Crossbow
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
Bardatura
Barding
Benedizioni
Blessings
Guardia del corpo
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.
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.
Scudo
Shield
Breath Weapon (Strength 2, Armour Piercing (3))
Breath Weapon (Strength 2, Armour Piercing (3))
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Cacciatore di streghe
In the first Round of Combat after a model with this rule has successfully charged into combat, models with this rule (Riders only) may replace their normal attacks with the following attacks: 1 attack per model if equipped with a Pistol, or 2 attacks per model if equipped with a Brace of Pistols or a Repeater Pistol. These attacks are resolved at Initiative 10, Strength 4 and Armour Piercing (1).
Witch Hunter
In the first Round of Combat after a model with this rule has successfully charged into combat, models with this rule (Riders only) may replace their normal attacks with the following attacks: 1 attack per model if equipped with a Pistol, or 2 attacks per model if equipped with a Brace of Pistols or a Repeater Pistol. These attacks are resolved at Initiative 10, Strength 4 and Armour Piercing (1).
Canalizzare
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Cannone alimentato a vapore
Cannon Artillery Weapon​ with Range: (see Steam Engine), Strength 2[7], [Armour Piercing (2)], [Multiple Wounds (D3)]
Steam Powered Cannon
Cannon Artillery Weapon​ with Range: (see Steam Engine), Strength 2[7], [Armour Piercing (2)], [Multiple Wounds (D3)]
Fast Cavalry
Fast Cavalry
Colpo letale
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.
Congegno a vapore
The Steam Tank’s remaining Wounds dictates the value of its Random Movement and number of Grinding Attacks, as well as the Range ofthe Steam Powered Cannon. ASteam Tank may choose notto move and can never Pursue or Overrun.
Steam Engine
The Steam Tank’s remaining Wounds dictates the value of its Random Movement and number of Grinding Attacks, as well as the Range ofthe Steam Powered Cannon. ASteam Tank may choose notto move and can never Pursue or Overrun.
Determinato
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.
Difesa innata (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Ingegnere
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.
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.
Esploratore
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 .
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 .
Fanatico
Models with this rule gain Frenzy and can never lose it. Casualties suffered in Close Combat are removed at Initiative 0.
Fanatical
Models with this rule gain Frenzy and can never lose it. Casualties suffered in Close Combat are removed at Initiative 0.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Paura
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.
Fear
Fear
Ferite multiple (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.
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.
Fuoco all'impatto!
Fire on Impact!
Flail
Flail
Volo (7)
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 (7)
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.
Volo (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.
Grinding Attacks (see Steam Engine)
Grinding Attacks (see Steam Engine)
Sacra reliquia
The Altar of Battle grants Hatred to all friendly units within 6", excluding mounts. All Blessings Bound Spells cast by the rider have the type Aura and Range 6" (replaces type Caster’s Unit). A Prelate that rides an Altar of Battle can cast Unerring Strike from Divination as a Bound Spell (Power Level 4).
Holy Relic
The Altar of Battle grants Hatred to all friendly units within 6", excluding mounts. All Blessings Bound Spells cast by the rider have the type Aura and Range 6" (replaces type Caster’s Unit). A Prelate that rides an Altar of Battle can cast Unerring Strike from Divination as a Bound Spell (Power Level 4).
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.
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.
Innate Defense (3+)
Innate Defense (3+)
Irriducibile
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.
L'Union fait la Force
L'Union fait la Force
Lancia pesante
Lance
Spear
Spear
Resistenza alla magia (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.
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.
Mastro artificiere
Master Artificer
Mount’s Protection (6+)
Mount’s Protection (6+)
Movimento casuale (X)
Units with this special rule cannot Declare Charges and cannot move in the Remaining Moves subphase (which also means they cannot perform Magical Moves). Instead, they move in the Compulsory Moves subphase. Models with this special rule lose Swiftstride (and can never gain it), but always Charge, Flee, Pursue and Overrun the distance stated in brackets. During the Compulsory Moves subphase, units with this special rule move using the rules for pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit distance, cannot move off the Board Edge and only take Dangerous Terrain tests if they actually charge an enemy unit (they still test as normal when fleeing, pursuing a broken enemy or Overrunning). Characters with Random Movement can only join units with the same special rule (by moving into contact with them during the Compulsory Moves subphase), and units with this rule can only be joined by Random Movement Characters. If a unit has several sets of Random Movement, use the lowest one.
Random Movement (X)
Units with this special rule cannot Declare Charges and cannot move in the Remaining Moves subphase (which also means they cannot perform Magical Moves). Instead, they move in the Compulsory Moves subphase. Models with this special rule lose Swiftstride (and can never gain it), but always Charge, Flee, Pursue and Overrun the distance stated in brackets. During the Compulsory Moves subphase, units with this special rule move using the rules for pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit distance, cannot move off the Board Edge and only take Dangerous Terrain tests if they actually charge an enemy unit (they still test as normal when fleeing, pursuing a broken enemy or Overrunning). Characters with Random Movement can only join units with the same special rule (by moving into contact with them during the Compulsory Moves subphase), and units with this rule can only be joined by Random Movement Characters. If a unit has several sets of Random Movement, use the lowest one.
Multiple Shots (2)
Shooting Weapons or model parts with this special rule may choose to fire multiple times instead of a single time, in each Shooting Phase. How many times they can shoot is stated in brackets. However, using this special rule imposes a -1 to hit modifier on all shots fired. All R&F models in a single unit must use the Multiple Shots rule if at least one of them uses this rule (if possible).
Multiple Shots (2)
Shooting Weapons or model parts with this special rule may choose to fire multiple times instead of a single time, in each Shooting Phase. How many times they can shoot is stated in brackets. However, using this special rule imposes a -1 to hit modifier on all shots fired. All R&F models in a single unit must use the Multiple Shots rule if at least one of them uses this rule (if possible).
Non un capo
Models with this rule can never be the General.
Not a Leader
Models with this rule can never be the General.
Ordini
A character with this special may give a single Order to a Parent or SupportUnit within 6".AGeneral with this special rule may instead give a singleOrder to a friendly Parent or SupportUnit within 12".Orders are given atthe start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last untilthe end ofthe next Player Turn. A unit cannot receive the same order more than once during the same turn. Only Infantry models are affected. The available Orders are listed below: On The Double! - The target unit gains +2 Movement. If it declares a Charge this turn, it gains +1 Movement instead. Steady, Men! - The target unit may roll an additional D6 when taking Leadership Tests and discard the highest roll. A unit that receives this Order and passes a Rally test may move and shoot in the same turn, but will always count as having moved, cannot March, and cannot declare Charges. Ready! Aim! Fire! - The target unit gains +6" range with mundane Shooting Weapons. Brace For Impact! - The target unit gains Fight In Extra Rank.
Orders
A character with this special may give a single Order to a Parent or SupportUnit within 6".AGeneral with this special rule may instead give a singleOrder to a friendly Parent or SupportUnit within 12".Orders are given atthe start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last untilthe end ofthe next Player Turn. A unit cannot receive the same order more than once during the same turn. Only Infantry models are affected. The available Orders are listed below: On The Double! - The target unit gains +2 Movement. If it declares a Charge this turn, it gains +1 Movement instead. Steady, Men! - The target unit may roll an additional D6 when taking Leadership Tests and discard the highest roll. A unit that receives this Order and passes a Rally test may move and shoot in the same turn, but will always count as having moved, cannot March, and cannot declare Charges. Ready! Aim! Fire! - The target unit gains +6" range with mundane Shooting Weapons. Brace For Impact! - The target unit gains Fight In Extra Rank.
Unit madre
Parent Unit
Pistola
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
Pistol
Shooting Weapon. Range 18", Strength 5, Flaming Attacks, Quick to Fire, Multiple Shots (4)
Presenza torreggiante
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Presidiante
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.
Sauve qui Peut !
Sauve qui Peut !
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.
Unit di supporto
Support Units within 6" of a Parent Unit may perform one of the following actions each phase: 1. When a Charge is declared against a Parent unit within 6", the Support Unit may Stand and Shoot as if it were the target of the Charge. Apply all usual restrictions for a Stand and Shoot reaction. 2. When a Parent Unit within 6" is successfully charged, or rolls a successful Charge Range roll (against a non-fleeing enemy), the Support Unit may declare a Charge upon the enemy unit which successfully charged the Parent Unit or that is about to be Charged by the Parent Unit. Apply all usual rules under Move Chargers for this out of sequence Charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc...), with the exception that the enemy cannot chose a Charge Reaction other than Hold. If done in a friendly Player Turn, treat this as a normal Multiple Charge. If this is done in the opponent's Player Turn, this Charge Move is performed after all other units have completed their Charge Moves. When calculating Combat Score in a combat where this Support Action was used in the same Player Turn (and both Charges were successful), combine the Rank Bonus of both the Parent Unit and the Support Unit (following all normal restrictions), up to maximum of +6. 3. If the Supporting Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for Steadfast purposes.
Support Unit
Support Units within 6" of a Parent Unit may perform one of the following actions each phase: 1. When a Charge is declared against a Parent unit within 6", the Support Unit may Stand and Shoot as if it were the target of the Charge. Apply all usual restrictions for a Stand and Shoot reaction. 2. When a Parent Unit within 6" is successfully charged, or rolls a successful Charge Range roll (against a non-fleeing enemy), the Support Unit may declare a Charge upon the enemy unit which successfully charged the Parent Unit or that is about to be Charged by the Parent Unit. Apply all usual rules under Move Chargers for this out of sequence Charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc...), with the exception that the enemy cannot chose a Charge Reaction other than Hold. If done in a friendly Player Turn, treat this as a normal Multiple Charge. If this is done in the opponent's Player Turn, this Charge Move is performed after all other units have completed their Charge Moves. When calculating Combat Score in a combat where this Support Action was used in the same Player Turn (and both Charges were successful), combine the Rank Bonus of both the Parent Unit and the Support Unit (following all normal restrictions), up to maximum of +6. 3. If the Supporting Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for Steadfast purposes.
Terrore
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Valeur des âges
Valeur des âges
Ward Save (4+)
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 (4+)
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
Zeloti
Prelate Characters may join this unit. Joined Characters gain Unbreakable while remaining in the unit.
Zealots
Prelate Characters may join this unit. Joined Characters gain Unbreakable while remaining in the unit.

Oggetti magici utilizzabili dall'esercito

IT EN

Stendardi magici utilizzabili dall'esercito

IT EN
Icona d'etere
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Insegna della disciplina
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Insegna della velocit
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of the Stallion
The bearer's unit and all friendly units with Swiftstride within 12" of the bearer may reroll results of ‘1’ for Charge Range, Pursuit and Overrun rolls.
Banner of the Stallion
The bearer's unit and all friendly units with Swiftstride within 12" of the bearer may reroll results of ‘1’ for Charge Range, Pursuit and Overrun rolls.
Stendardo dell'unione
The bearer's unit is never disrupted when flanked by enemy units (but can still be disrupted by enemy units to its rear).
Banner of Unity
The bearer's unit is never disrupted when flanked by enemy units (but can still be disrupted by enemy units to its rear).
Insegna lacerante
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stendardo dell'oppressore
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stendardo infuocato
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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.
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.
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.
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.

Unità dell'esercito

IT EN
Maresciallo - Principe imperiale
Marshal - Imperial Prince
Maresciallo
Marshal
Maresciallo - Grande stratega
Marshal - Great Tactician
Prelato
Prelate
Mago
Wizard
Cavalier comandante
Knight Commander
Artificiere
Artificer
Inquisitore
Inquisitor
Pegaso
Pegasus
Cavallo
Horse
Grifone giovane
Young Griffon
Altare da guerra
Altar of Battle
Congegno arcano
Arcane Engine
Drago
Dragon
Grifone adulto
Great Griffon
Milizia di stato
State Militia
Fanteria pesante
Heavy Infantry
Cavalleria dell'elettore
Electoral Cavalry
Fanteria leggera
Light Infantry
Guardia imperiale
Imperial Guard
Ranger imperiali
Imperial Rangers
Ordini cavallereschi
Knightly Orders
Cavalieri del sol grifo
Knights of the Sun Griffon
Raitri
Reiters
Artillery - Cannon
Artillery - Cannon
Artillery - Imperial Rocketeers
Artillery - Imperial Rocketeers
Artiglieria - Mortaio
Artillery - Mortar
Artiglieria - Arma a raffica
Artillery - Volley Gun
Congegno arcano
Arcane Engine
Flagellanti
Flagellants
Carro a vapore
Steam Tank