Correspondence of translations with another language
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Одноручное оружие
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Hand Weapon
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Тяжелый доспех
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Heavy armour
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Armour Bane
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Armour Bane
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Armoured Hide
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Armoured Hide
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Огненные атаки
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Flaming Attacks
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Растаптывание
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Stomp Attacks
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Poisoned Attacks
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Poisoned Attacks
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Таранные попадания
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Impact Hits
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Авангард
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Vanguard
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Fast Cavalry
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Fast Cavalry
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Close Order
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Counter Charge
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Counter Charge
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Ужас
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Terror
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Стремительность
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Swiftstride
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Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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First Charge
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First Charge
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Полет
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Fly
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Furious Charge
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Furious Charge
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Large Target
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Large Target
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Impetuous
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Impetuous
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Loner
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Loner
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Сопротивление магии
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Magic Resistance
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Many Grasping Claws
counts as a hand weapon
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Many Grasping Claws
counts as a hand weapon
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Move Through Cover
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Move Through Cover
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Open Order
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Open Order
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Random Attacks
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Random Attacks
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Regeneration
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Regeneration
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Reserve Move
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Reserve Move
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Skirmishers
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Skirmishers
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Wizard
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Wizard
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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