Correspondence of translations with another language
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Halberd
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Halberd
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Fear
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Fear
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Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.
Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
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Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.
Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
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Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy.
This character has a 5+ Ward save against any wounds suffered.
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Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy.
This character has a 5+ Ward save against any wounds suffered.
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Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles.
Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model.
If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
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Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles.
Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model.
If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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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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Stomp Attacks
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Stomp Attacks
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Poisoned Attacks
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Poisoned Attacks
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Impact Hits
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Impact Hits
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Vanguard
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Vanguard
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Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.
When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
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Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.
When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
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Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy.
When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
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Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy.
When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
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Blowpipe
R S AP Special Rules
Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
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Blowpipe
R S AP Special Rules
Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
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Shield
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Shield
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Cavalry Spear
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Cavalry Spear
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Claws And Teeth
counts as a hand weapon
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Claws And Teeth
counts as a hand weapon
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Close Order
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Close Order
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Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion.
When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
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Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion.
When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
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Rallying Cry
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Rallying Cry
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Stubborn
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Stubborn
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Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons.
Once per game, a unit with this special rule may perform a ‘Drop Rocks’ 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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Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons.
Once per game, a unit with this special rule may perform a ‘Drop Rocks’ 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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Terror
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Terror
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Swiftstride
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Swiftstride
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Fiery breath
R S AP Special Rules
Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
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Fiery breath
R S AP Special Rules
Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
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Fly
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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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Great Horns
R S AP Special Rules
Great horns Combat S -3 -
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Great Horns
R S AP Special Rules
Great horns Combat S -3 -
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Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields.
Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
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Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields.
Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
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Immune To Psychology
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Immune To Psychology
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Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
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Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
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Impetuous
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Impetuous
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Unbreakable
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Unbreakable
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Javelins
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Javelins
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Loner
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Loner
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Lore of Lustria
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Lore of Lustria
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour.
Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
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Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour.
Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
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Razor Barbs
R S AP Special Rules
Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3),
Quick Shot
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Razor Barbs
R S AP Special Rules
Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3),
Quick Shot
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Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way.
A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
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Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way.
A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
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Skirmishers
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Skirmishers
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Slashing Talons
R S AP Special Rules
Slashing talons Combat S -3 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
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Slashing Talons
R S AP Special Rules
Slashing talons Combat S -3 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
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Wizard
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Wizard
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Stupidity
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Stupidity
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Thunderous Bludgeon
R S AP Special Rules
Thunderous Bludgeon Combat S -3 Strike Last
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Thunderous Bludgeon
R S AP Special Rules
Thunderous Bludgeon Combat S -3 Strike Last
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Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them.
Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle.
When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
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Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them.
Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle.
When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
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Venom Spray
R S AP Special Rules
Venom spray N/A 3 -1 Breath Weapon
Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
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Venom Spray
R S AP Special Rules
Venom spray N/A 3 -1 Breath Weapon
Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
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Venomous Talons
R S AP Special Rules
Venomous talons Combat S -2 Poisoned Attacks
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Venomous Talons
R S AP Special Rules
Venomous talons Combat S -2 Poisoned Attacks
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity.
When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
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Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity.
When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek.
A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
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Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek.
A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
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Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones.
A unit carrying the Totem of Prophecy gains the Fear special rule.
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Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones.
A unit carrying the Totem of Prophecy gains the Fear special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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