Correspondence of translations with another language
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Dormiente
Il modello segue le regole per Agguato con le seguenti eccezioni: • Immediatamente dopo il passo 2 della Sequenza della Fase di Movimento del proprietario (incluso il Turno del Giocatore 1 del proprietario), per ciascuna delle Bestie dei Rovi amica, il proprietario può decidere se entrerà o meno sul Campo di Battaglia (non sono richiesti tiri di dado). • Quando il modello entra nel Campo di battaglia, [b]deve[/b] essere posizionato completamente dentro qualsiasi Elemento di Terreno Foresta invece di avere il Retro a contatto con il Bordo del Tavolo. Se il modello non può essere posizionato, non può entrare nel Campo di Battaglia in questo turno.
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Sleeper
The model gains [b]Special Ambush (inside a Forest Terrain Feature)[/b], with the following exceptions: Immediately after step 2 of the owner's Movement Phase Sequence (including the owner's Player Turn 1), the owner may decide for each of their Briar Beasts if they will enter the Battlefield or not (no dice rolls are required).
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Egida
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Aegis
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Agguato
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Ambush
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Alcool Depredato
Un solo uso. Può essere attivato all'inizio di ogni Turno del Giocatore. Ogni modello con Beone nell'unità del portatore passa da Sobrio a Ubriaco.
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Looted Booze
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the model's unit change from Sober to Drunk.
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Alto
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Tall
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Arco
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Bow
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Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Arma a Una Mano
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Armatura Leggera
armatura +1
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Light Armour
Armor +1
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Armatura Pesante
armatura +2
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Heavy Armour
+2 Armor
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Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Scagliare Macigni
[b]Catapulta (4×4)[/b]. Git- tata 6-36", Colpi 1, For 3 [7], Pen 0 [4], [b]Attacchi Divini[/b], [b]Attacchi Magici[/b], [[b]Ferite Multiple (D3, Ali Tarpate)[/b]]. Un Ciclope che Ruota (e non si muove ulteriormente) durante la Fase di Movimento del proprietario ignora il modificatore per colpire di Muovere e Tirare nella successiva Fase di Tiro.
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Hurl Attack
[b]Catapult (4×4)[/b]. Range 6-30", Shots 1, Str 3 [7], AP 0 [4], [b]Divine Attacks[/b], [b]Magical Attacks[/b], [b]March and Shoot[/b], [[b]Multiple Wounds (D3, Clipped Wings)[/b]]. A Cyclops that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
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Attacco a Soffio
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Breath Attack
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Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
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Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
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Attacchi Venefici
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
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Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
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Attacchi di Calpestamento
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Stomp Attacks
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Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Aura di Follia
Le unità entro 6" da uno o più modelli con Aura di Follia subiscono -1 Disciplina.
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Aura of Madness
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Discipline.
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Avanguardia
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Beast
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Beast
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Insignificante
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Insignificant
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Bersaglio Difficile
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Hard Target
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Offerta di Sangue
Un'unità che include almeno un Personaggio con Offerta di Sangue può ritirare i Test di Panico falliti, infliggendo una ferita senza tiri salvezza di nessun tipo ad un Personaggio con Offerta di Sangue all'interno dell'unità.
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Blood Offering
A unit that includes at least one Character with Blood Offering may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed on a Character with Blood Offering in the unit.
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Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Ubriacone
L'unità può ottenere uno dei due differenti gruppi di effetti a seconda di come si presenta sul Campo di Battaglia: Sobria o Ubriaca. Alla fine del passo 8 della Sequenza Pre-Partita (dopo la Selezione degli Incantesimi), il giocatore [b]deve[/b] determinare se un'unità Ubriacone è Sobria o Ubriaca. I Personaggi Ubriachi non possono aggregarsi a unità contenenti modelli Sobri e viceversa (i modelli senza Beone non sono considerati né Ubriachi né Sobri).
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Drunkard
The unit may gain one of two different sets of effects depending on whether it shows up Sober or Drunk on the Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection), the player [b]must[/b] choose whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).
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Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Non Può Essere Calpestato
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Cannot be Stomped
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Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Carica Devastante
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Vigore dalla Carne
Ogniqualvolta un Gortach infligge una ferita non salvata con Colpo Letale (tirando un '6' naturale per ferire con un Attacco da Corpo a Corpo con Colpo Letale), l'attacco ottiene Ferite Multiple (D3) e il Gortach Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente (a meno che il Gortach non sia stato rimosso come perdita in questo Livello di Iniziativa). Non può essere Recuperato più di 1 Punto Vita per Gortach per fase in tal modo.
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Strength from Flesh
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural '6' to wound with a Close Combat Attack with Lethal Strike), the attack gains [b]Multiple Wounds (D3)[/b], and the Gortach Recovers 1 Health Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered by each Gortach per phase in this manner.
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Carro
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
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Chariot
The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.
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Centaur
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Centaur
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Colpo Letale
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
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Construct
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Construct
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Impassibile
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Corno da Caccia
Tutte le unità amiche entro 6" da uno o più modelli con Corno da Caccia ottengono Carica Devastante (+1" Ava).
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Hunting Horn
While within 6" of one or more models with Hunting Horn, friendly units gain Devastating Charge (+1" Adv).
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Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Cyclops
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Cyclops
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Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Rapido a Tirare
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Quick to Fire
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Esploratore
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout 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 entirely within a Forest, Ruins, Field, Building, 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
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout 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 entirely within a Forest, Ruins, Field, Building, 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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Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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Esclusivo
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Exclusive
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Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Furia
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
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Fury
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Fury
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Giant See, Giant Do
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
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Giant See, Giant Do
Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.
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Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Instabile
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Unstable
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Istinto Primordiale
All'inizio di ogni Round di Combattimento, ogni unità con una o più parti di modello con questo Attributo di Attacco [b]deve[/b] eseguire un Test di Disciplina. Se lo supera, tutte le parti di modello con Istinto Primordiale nell'unità devono ripetere i tiri per colpire falliti durante questo Round di Combattimento.
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Primal Instinct
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more model parts with this Attack Attribute [b]must[/b] take a Discipline Test. If the test is passed, all model parts with Primal Instinct in the unit [b]must[/b] reroll failed to-hit rolls during this Round of Combat.
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Lancia Leggera
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Light Lance
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Truppe Leggere
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Resistenza alla Magia
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Magic Resistance
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Metal Armour
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Metal Armour
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Minotaur
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Minotaur
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Mount
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Mount
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Movimento Casuale
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves 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).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
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Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves 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).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
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Tattiche del Branco
Le unità composte interamente da modelli con Tattiche del Branco ottengono Carica Devastante (Falcata Rapida) se sono Situate sul Fianco o sul Retro dell'unità Caricata.
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Pack Tactics
Units consisting entirely of models with Pack Tactics gain Devastating Charge (Swiftstride) while they are Located in the Charged unit's Flank or Rear Arc.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Unruly
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Unruly
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Warherd
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Warherd
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Afflizione di Aaghor
Il portatore ottiene +1 Resilienza e [b]Tempra (4+)[/b], ma fallisce automaticamente tutti i Tiri Armatura.
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Aaghor's Affliction
+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.
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Incisioni Ancestrali
Gli attacchi effettuati con quest'arma diventano [b]Attacchi Magici[/b] ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e [b]Distrarre[/b] mentre usa quest'arma.
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Ancestral Carvings
+2 Att, +2 AP and +2 Str. Distracting (1).
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
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Astuzia dell'Ingannatore
I tiri per ferire con successo contro il modello del portatore [b]devono[/b] essere ripetuti.
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Trickster's Cunning
Resistance.
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Occhio del Dominio
Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore [b]sempre[/b] ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
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Eye of Dominance
The bearer gains Distracting (2, against Beasts and Mounts).
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Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
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Pergamena vincolante
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
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Nebbia Oscurante
Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
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Obscuring Fog
Afflict (−1 Agi).
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Bulino di Selce
Mentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).
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Inscribing Burin
While the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain [b]Magic Resistance (2)[/b].
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Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Mimic Cloak
Stand Behind
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Cimelio magico
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
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Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
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Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
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Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of Madness
The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
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Crown of Madness
The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
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Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
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Death Cheater
+1 Arm and Fortitude (4+).
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Destrezza ultraterrena
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
+3 Def and +3 Off.
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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Follia Fatale
Gli attacchi effettuati con quest'arma diventano [b]Attacchi Magici[/b]. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore [b]deve[/b] effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco [b]deve[/b] essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
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Fatal Folly
For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.
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Forma Selvaggia
All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
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Wild Form
During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res
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Gemelle Fameliche
Gli attacchi portati con quest'arma ottengono [b]Colpo Letale[/b] e diventano [b]Attacchi Magici[/b]. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
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Twin Hungers
Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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Seme della Foresta Nera
Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore [b]deve[/b] posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che [b]deve[/b] essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è [b]sempre[/b] un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
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Seed of the Dark Forest
During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.
This Forest is a 10×6″ rectangle.
All friendly units with Pack Tactics gain Scout, but their scout deployment must end fully inside this Forest.
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Maledizione del Biancospino
Gli attacchi effettuati con quest'arma ottengono [b]Carica Devastante (+2 For, +2 Pen)[/b] e diventano [b]Attacchi Magici[/b]. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, [b]Attacco ad Area (1×5)[/b], [b]Ricarica![/b], [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
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Hawthorne Curse
Devastating Charge (+2 Str, +2 AP). The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.
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Healing Potion
The bearer’s model Recovers 1 HP.
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Healing Potion
The bearer’s model Recovers 1 HP.
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Horn Of Bragh
Fury and Dying Blow
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Horn Of Bragh
Fury and Dying Blow
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Icona del Saccheggiatore
Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono [b]Avanguardia[/b].
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Pillager Icon
All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.
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Sterminatrice di re
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Mask of Mindless Violence
Frenzy and Rage.
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Mask of Mindless Violence
Frenzy and Rage.
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Pozione della rapidit
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
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Potion of Swiftness
+3 Agi.
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Rain Augur Brew
Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
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Rain Augur Brew
Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
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Spell Scroll (Nature's Venom)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
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Spell Scroll (Nature's Venom)
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
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Talismano di protezione
The bearer gains Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talismano del vuoto
The bearer gains Channel (1).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Tocco di grandigia
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Touch of Greatness
+1 Str and +1 AP.
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Stendardo del Branco Selvaggio
Un solo uso. Un solo Stendardo del Branco Selvaggio può essere attivato per unità all'inizio di ogni Round di Combattimento. Per la durata di questo Round di Combattimento, tutti i Mezzosangue e i Cornaselvagge nell'unità del portatore ottengono +1 Forza e +1 Penetrazione Armatura.
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Banner of the Wild Herd
One use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrel Herd and Wildhorn Herd models in the bearer's unit gain +1 Strength and +1 Armour Penetration.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
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Distortion Emblem
One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
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Distortion Emblem
One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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