инфернальные гномы

инфернальные гномы

Correspondence of translations with another language

Правила и Снаряжение, используемые армией

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На всех парах!
Эта модель может совершить только один поворот или разворот во время Марша. Если эта модель является нападающей, она [b]должна[/b] совершать Преследование или Прорыв, если это возможно. Если она не является нападающей, она [b]всегда[/b] автоматически проходит проверки на Удержание от преследования и ее Дальность преследования [b]всегда[/b] равна 0".
Full Steam Ahead!
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
Вулканические объятия
Aтаки, совершаемые этой частью модели, включая Особые атаки, получают свойства [b]Магические атаки[/b] и [b]Огненные атаки[/b]. Кроме того, часть модели с этим правилом получает [b]Перемалывающую атаку (X)[/b], где"Х" соответствует величине, указанной в правиле [b]Вулканические объятья[/b]. Эти [b]Перемалывающие атаки[/b] отрабатываются с Бронебойно- стью 10 и [b]всегда[/b] ранят ранят при выпадении на кубике величины, равной 7 минус Броня модели, на которую попадание распределяется. Немодифицированная '6' ранит [b]всегда[/b], а немодифицированная '1' [b]всегда[/b] означает провал броска.
Volcanic Embrace
Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
Загадка ламмасу
Модель является Стар- шим магом, который выбирает два заклинания из следующих: Слово железа (Алхимия), Обманчивый морок (Ведьмовство), Разлагающее дыхание (Оккультизм), Огненные мечи (Пиромантия) и Проклятие Незибкеша (Унаследованное заклинание). Это правило игнорирует обычные правила выбора заклинаний [b]Старшим магом[/b]. До Выбора заклинаний (в начале шага 7 Действий перед игрой) ваш оппонент [b]должен[/b] выбрать Силу или Мудрость. • Если он выбирает Силу, Ламмасу получает правило [b]Источник (1)[/b] до конца игры. • Если он выбирает Мудрость, эта модель знает дополнительное заклинание, которое она должна немедленно выбрать из списка выше.
Riddle of the Lamassu
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept. Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] for the duration of the game. • If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
Старший маг
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Wizard Adept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Aegis
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Aegis
Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
Страх
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Лук
Bow
Двуручное оружие
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
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
Одноручное оружие
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
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
Легкий доспех
Armor +1
Light Armour
Armor +1
Парное оружие
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.
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.
Сокрушающий удар
Crush Attack
Дыхательная атака
Breath Attack
Божественные атаки
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Огненные атаки
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Flaming Attacks
The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
Магические атаки
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Пере- малывающая атака
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own 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). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Растаптывание
Stomp Attacks
Прикрепленный
Attached
Таранные попадания
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.
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.
Воодушевляющее присутствие
Commanding Presence
Авангард
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.
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.
Beast
Beast
Незначи- тельный
Insignificant
Стрелковая платформа
Модель может использовать свой [b]Сокрушающий удар[/b] только против моделей, связанных с фронтом этой модели. Все модели в том же отряде, что и эта модель, счита- ются находящимися в Легком укрытии. Кроме того, при стрельбе или сотворении заклинаний они могут провести линию видимости от любой точки фронта Инфернального бастиона определяющуюся таким образом, как если бы они были Колоссальным размером. При этом, до тех пор, пока этот отряд имеет хотя бы один полный ряд: • Стрелять могут до 20 моделей отряда. Эти модели могут стрелять вне зависимости от того, в каком ряду они находятся. • Дальность при этом измеряется от Инфернального бастиона.
Firing Platform
The model can use Crush Attacks only against enemy units Engaged in the model's Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion's Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank: • A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in. • Measure their range from the Infernal Bastion.
Телохранитель
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.
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.
Щит
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Большой калибр
Максимальная дальность Артиллерийского оружия этой модели удваивается. Вражеские отряды, получившие попадание от этого оружия, получают штраф в -1" к Скорости движения (до минимума в 3") и -2" к Скорости марша (до минимума в 6") до начала следующего хода игрока, владеющего моделью с этим правилом.
Higher Calibre
The minimum range and the maximum range of the model's Artillery Weapon are doubled. Enemy units hit by the weapon suffer -1" Advance Rate to a minimum of 3" and -2" March Rate to a minimum of 6" until the start of the next friendly Player Turn.
Опустошительное нападение
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.
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.
Chained Together
Chained Together
Ключи Цитадели
Эта модель [b]должна[/b] докупить Чары для оружия на [b]два[/b] своих обычных оружия.
Keys to the Citadel
The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
Совет магов
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Construct
Construct
Бесстрашие
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.
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.
Стремительность
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.
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.
Знание местности
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.
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.
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
Defy Death
To wound rolls of Melee Attacks distributed onto a model with this rule of ‘1’, ‘2’, ‘3’ are always considered failed.
Упорный
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.
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.
Disciplined
Disciplined
Быстрый выстрел
Quick to Fire
Dwarf
Dwarf
Emplacement
Emplacement
Ужас
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.
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.
Предпочтение
Exclusive
Тактический отход
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Пламя индустрии
Суммарное значение Х у всех моделей с этим правилом в армии имеет ограничение 1 per 750 Army points, rounding fractions up..
Fires of Industry
The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
First Strike
First Strike
Теократические легисты
Отряд модели и все вражеские отряды в кон- такте с ним получают правило [b]Сопротивление магии (2)[/b], которое распространяется как на вражеские, так и на дружественные заклинания. Значение этого [b]Сопротивления магии[/b] не может быть увеличено.
Theocratic Litigators
The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
Зажительная смесь
Если одна или более од- новременных атак со свойством [b]Зажительная смесь[/b] попадает по отряду, после выполнения этих атак, целевой отряд получает один маркер"Воспламенение".
Oil Flasks
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
Полет
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.
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.
Flintlock Axe
Shooting Weapon 0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army. Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Flintlock Axe
Shooting Weapon 0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army. Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
Живучесть
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Regeneration
Regeneration is a Special Save, with a value indicated in brackets (“X”). Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
Fury
Fury
Призрачный шаг
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Giant
Giant
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Наместник
Дружественные отряды, в которых более половины моделей имеет [b]Зажигательную смесь[/b] и которые находятся в пределах 12" от одной или более моделей с правилом [b]Наместник[/b] в начале своего Марша, получают +2" к Скорости марша. Эта модель может присоединяться к отрядам Ополчения прислужников. Это правило обходит соответствующее ограничение [b]Незначительный[/b].
Vassal Governor
Friendly units with more than half of their models with Oil Flasks within 12" of one or more models with Vassal Governor at the start of their March Move gain +2" March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
Нестабильность
Unstable
Infernal Armour
Armour Equipment Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Infernal Armour
Armour Equipment Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
Клеймо Инферно
Эта модель получает правило [b]Воодушевляющее присутствие[/b] со следующими ограничениями: оно имеет дальность 6" и действует только на [b]Незначительные[/b] модели. Кроме того, отряды Стандартного размера, состоящие более чем наполовину из моделей с [b]Клей- мом Инферно[/b], в первый Раунд ближнего боя удваивают количество своих полных рядов при определении [b]Непреклонности[/b], если они не являются нападающими.
Infernal Brand
The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
Infernal Weapon
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Infernal Weapon
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Kadim
Kadim
Боевая платформа
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Копье
Spear
Легкое копье
Light Lance
Легкие войска
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.
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.
Мастер оружия
Weapon Master
March and Shoot
March Moving in the same Player Turn while affected by this Attack Attribute does not prevent the attack from being performed, unless the attack is also subject to Move or Fire
March and Shoot
March Moving in the same Player Turn while affected by this Attack Attribute does not prevent the attack from being performed, unless the attack is also subject to Move or Fire
Metal Armour
Metal Armour
Потусторонний
Supernal
Mount
Mount
Неклеймленный
Эта модель не может выбирать Особые предметы из данной Книги армии и не может колдовать Проклятие Незибкеша (Унаследованное заклинание). Она не может присоединяться к отрядам, в которых более половины моделей имеют [b]Клеймо Инферно[/b] или к отрядам Невольников.
Unbranded
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
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.
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.
Slave
Slave
Unruly
Unruly
Vassal
Vassal
Vassal Slingshot
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. • Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Vassal Slingshot
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]. • Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
Weakness
Weakness

Магические предметы, используемые армией

RU EN
Дыхание Медного Быка
Модель носителя получает +1 Очко здоровья. Носитель получает [b]Дыхательную атаку (Токсические атаки)[/b].
Breath of the Brass Bull
The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.
Кольцо иссушения
В начале каждого Раунда ближнего боя, при котором отряд носите- ля учавствует в бою, каждый вражеский отряд в контакте с моделью носителя получает один маркер"Воспламенение".
Ring of Desiccation
When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.
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.
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.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Binding Scroll
May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
Binding Scroll
May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
Пылающий заступник
Носитель получает +3 к Броне. Каждая вражеская модель в контакте с моделью носителя, которая могла направить одну или более атак против него, но не сделала этого, после выполнения своих Атак ближнего боя получает 1 попадание с Силой 4, Бронебойностью 0 и [b]Огненными атаками[/b]. Попадания распределяются в пул Очков здоровья модели. Это считается Особой атакой.
Blaze of Protection
Arm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.
Shield Breaker
+6 AP.
Shield Breaker
+6 AP.
Бычий глаз
Атаки ближнего боя и Стрелковые атаки, совершенные этим оружием, попадают автоматически. Эти попадания [b]всегда[/b] имеют Бронебойность 10 и [b]Магические атаки[/b]. Сила Атак ближнего боя этого оружия [b]устанавливается[/b] равной Навыку атаки носителя и игнорирует модификатор в +1 к Силе от Мушкетного топора, а Сила его Стрелковых атак [b]устанавливается[/b] равной 5. Кроме того, при исползовании этого оружия Количество атак носителя [b]устанавливается[/b] равным 1. Атаки ближнего боя, совершенные этим оружием, получают свойство [b]Множественные раны (2)[/b].
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required). Multiple Wounds (2, Melee).
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.
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.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
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).
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).
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Зары Лугара
Одна из частей модели носителя может перебросить один бросок на попадание, ра- нение или спасбросок за броню за ход игрока. Это правило не распространяется на атаки со свойством [b]Сокрушающий удар[/b].
Lugar's Dice
A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Оковы кадима
Оружие носителя теряет правило [b]Двуручный хват[/b], если оно его имеет. При использовании данного щита его носитель получает [b]Парирование[/b] и [b]Эгиду (+1, против Огненных атак, макс. 2+)[/b].
Kadim Binding
Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
ПламяВостока
Носитель получает правило [b]Вулканические объятия (D3)[/b] при использовании этого оружия.
Flame of the East
Flaming Attacks and Volcanic Embrace (D3+1).
Ghostly Guard
+2 Arm against non-Magical Attacks.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Золотой идол Шамута
Если модель носитяля имеет тип Пехота, её Скорость движения [b]устанавливается[/b] равной 4" и её Скорость марша [b]устанавливается[/b] равной 12". Кроме того, носитель может сотворить заклинание Сияние золота (Алхимия) как Связанное заклинание с уровнем силы (4/8).
Golden Idol of Shamut
If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Маска веков
Носитель получает правила [b]Страх[/b], [b]Эгида (5+, против Магических атак)[/b] и [b]Эгида (5+, против Особых атак)[/b]. Кроме того, носитель [b]должен[/b] перебрасывать проваленные броски на попадание своими Атаками ближнего боя.
Mask of Ages
The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.
Mimic Cloak
Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
Mimic Cloak
Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
Ониксовый сердечник
Атаки, совершенные этим оружием, получают свойства [b]Огненные атаки[/b], [b]Магические атаки[/b] и [b]Множественные раны (D3, против Горючих)[/b]. К тому же их Сила [b]устанавливается[/b] равной 6 и игнорируют модификатор в +1 к Силе от Инфернального оружия.
Onyx Core
Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Potion of Power Preservation
Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
Potion of Power Preservation
Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
Sigil of Protection
+1 Arm.
Sigil of Protection
+1 Arm.
Spell Scroll (Wall Of Lead)
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.
Spell Scroll (Wall Of Lead)
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.
Скрижаль Везодинежа
Когда носитель совершает попытку сотворить заклинание, не являющееся Связанным, используя при этом три или более Куба магии, считайте одну из выпавших немодифицированных '1' или '2' как '3'. Если носитель получает магическую ошибку, и ему выпадает результат"Ведьмин огонь", считайте его результатом"Магический взрыв".
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
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).
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).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Магические знамена, используемые армией

RU EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Знамя хозяина
Примените следующие эффекты если отряд носителя находится в 6" от одной или более моделей с [b]Клеймом Инферно[/b]: • Mодели в отряде носителя без [b]Клейма Инферно[/b] получают правило [b]Боевой раж[/b]. • Если отряд носителя полностью состоит из моделей, не имеющих правила [b]Клеймо Инферно[/b], он может перебрасывать проваленные броски на Дальность нападения в Фазу нападений.
Their Master's Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence: • Model parts with Vassal gain Fury. • The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
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.
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.
Икона Ашурука
Одноразовый. Может быть активирован в начале любой Фазы ближнего боя. Носитель получает правило [b]Вулканиче- ские объятья (X)[/b], где"Х" равен количеству дружественных отрядов в 6" от отряда носителя, в которых хотя бы одна модель имеет правило [b]Магические атаки[/b]. Кроме того, атаки, совершенные дружественными отрядами в 6" от отряда носителя, за исключением его самого, теряют свойства [b]Огненные атаки[/b] и [b]Магические атаки[/b] (если применимо). Действие эффектов продолжается до конца хода игрока.
Banner of Shamut
Models in the bearer’s unit gain +1 Off and +1 Combat Score.
Знамя Дважды Клей менных
Отряд носителя не получает штраф в -1 на попадание, при выборе"Стоять и стрелять" в качестве Реакции на нападение. Кроме того, в конце Фазы нападений, сразу после отработки всех Перемещений нападающих, отряд носителя может совершить Боевое перестроение (следуя всем правилам для Боевого перестроения) при выполнении следующих условий: • Отряд носителя полностью состоит из моделей типа Пехота или Орудийных расчетов. • Отряд носителя совершил Реакцию на нападение"Стоять и стрелять" в этой фазе. • Отряд носителя подвергся успешному Нападению в этой фазе.
Banner of the Twice-Branded
Models in the bearer’s unit gain Shoot in Extra Rank.
Flaming Standard
One use. May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
Flaming Standard
One use. May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Юниты армии

RU EN
Деспот
Overlord
Пророк
Prophet
Визирь
Vizier
Таурух-комиссар
Taurukh Commissioner
Чародей вассалов
Vassal Conjurer
Ламассу-мудрец
Lamassu Scholar
Трон правления
Seat of Authority
Скакун вассалов
Vassal Steed
Колесница с кадимом
Kadim Chariot
БыкШамута
Bull of Shamut
ВеликийбыкШамута
Great Bull of Shamut
Инфернальный бастион
Infernal Bastion
Инферальныевоины
Infernal Warriors
СтражиЦитадели
Citadel Guard
Ополчение вассалов
Vassal Levies
Невольники
Shackled Slaves
Инкарнации кадима
Kadim Incarnates
Колесница с кадимом
Kadim Chariot
Бессмертные
Immortals
Последователи Лугара
Disciples of Lugar
Таурухи-надзиратели
Taurukh Enforcers
Таурухи-помазанники
Taurukh Anointed
Наездники вассалов
Vassal Cavalry
Баллиста вассалов
Vassal Slingshot
Орудийный расчет
Gunnery Team
Инфернальная артиллерия
Infernal Artillery
Инфернальный бастион
Infernal Bastion
Инфернальная машина
Infernal Engine
Кадим-титан
Kadim Titan
Великан-гражданин
Citizen Giant