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Release 11.3.0
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"AC2D20.VEHICLES.QUALITIES.singleSeat:": Siège Unique | ||
AC2D20.Ability.agi: Agilité | ||
AC2D20.Ability.bra: Force | ||
AC2D20.Ability.coo: Coordination | ||
AC2D20.Ability.ins: Perception | ||
AC2D20.Ability.rea: Raisonnement | ||
AC2D20.Ability.wil: Volonté | ||
AC2D20.AbilityAbbr.agi: agi | ||
AC2D20.AbilityAbbr.bra: for | ||
AC2D20.AbilityAbbr.coo: coo | ||
AC2D20.AbilityAbbr.ins: per | ||
AC2D20.AbilityAbbr.rea: rai | ||
AC2D20.AbilityAbbr.wil: vol | ||
AC2D20.ARMOR.qualities.heavy: Lourd | ||
AC2D20.ARMOR.qualities.shield: Bouclier | ||
AC2D20.ARMOR.qualities.uncomfortable: Inconfortable | ||
AC2D20.Combat.CombatantsTurnDone: Tour terminé | ||
AC2D20.Combat.CombatantsTurnNotDone: Tour en cours | ||
AC2D20.Combat.CombatEndMomentumPoolDecremented: Réserve de Momentum réduite à la fin du combat | ||
AC2D20.Combat.CombatHasNotStarted: Le combat n'a pas commencé | ||
AC2D20.Combat.CombatRoundMomentumPoolDecremented: Réserve de Momentum Réduite au Début du Nouveau Tour | ||
AC2D20.Combat.ToggleCombatantsTurnDone: Activer/Désactiver le tour terminé | ||
AC2D20.EffectCreate: Créer un effet | ||
AC2D20.EffectDelete: Supprimer un effet | ||
AC2D20.EffectEdit: Editer un effet | ||
AC2D20.EFFECTS.Inactive: Effets désactivés | ||
AC2D20.EFFECTS.Passive: Effets passifs | ||
AC2D20.EFFECTS.Temporary: Effets temporaires | ||
AC2D20.EffectToggle: Basculer l'effet | ||
AC2D20.equipped: Équipé | ||
AC2D20.FOCUS.Air Force: Air Force | ||
AC2D20.FOCUS.Aircraft: Avion | ||
AC2D20.FOCUS.Animal Handling: Dressage | ||
AC2D20.FOCUS.Architecture: Architecture | ||
AC2D20.FOCUS.Army: Armée | ||
AC2D20.FOCUS.Art: Art | ||
AC2D20.FOCUS.Camouflage: Camouflage | ||
AC2D20.FOCUS.Cars: Véhicules | ||
AC2D20.FOCUS.Charm: Charme | ||
AC2D20.FOCUS.Climbing: Escalade | ||
AC2D20.FOCUS.Close Quarters: Combat rapproché | ||
AC2D20.FOCUS.Combat Engineering: Ingénierie de combat | ||
AC2D20.FOCUS.Covert Operations: Opérations Secrètes | ||
AC2D20.FOCUS.Cryptography: Cryptographie | ||
AC2D20.FOCUS.Deceive: Tromper | ||
AC2D20.FOCUS.Discipline: Discipline | ||
AC2D20.FOCUS.Disguise: Déguisement | ||
AC2D20.FOCUS.Electronics: Électronique | ||
AC2D20.FOCUS.Exotic: Exotique | ||
AC2D20.FOCUS.Explosives: Explosifs | ||
AC2D20.FOCUS.Finance: Finances | ||
AC2D20.FOCUS.First Aid: Premiers secours | ||
AC2D20.FOCUS.Foraging: Cueillette | ||
AC2D20.FOCUS.Fortitude: Vigueur | ||
AC2D20.FOCUS.Hand-to-Hand: Main à main | ||
AC2D20.FOCUS.Handguns: Armes de poing | ||
AC2D20.FOCUS.Hearing: Ouïe | ||
AC2D20.FOCUS.Heavy Vehicles: Véhicules lourds | ||
AC2D20.FOCUS.Heavy Weapons: Armes lourdes | ||
AC2D20.FOCUS.History: Histoire | ||
AC2D20.FOCUS.Hunting: Chasse | ||
AC2D20.FOCUS.Immunity: Immunité | ||
AC2D20.FOCUS.Infectious Diseases: Maladies Infectieuses | ||
AC2D20.FOCUS.Innuendo: Allusion | ||
AC2D20.FOCUS.Instincts: Intuition | ||
AC2D20.FOCUS.Intimidation: Intimidation | ||
AC2D20.FOCUS.Invocation: Invocation | ||
AC2D20.FOCUS.Leadership: Commandement | ||
AC2D20.FOCUS.Lifting: Soulever | ||
AC2D20.FOCUS.Linguistics: Linguistique | ||
AC2D20.FOCUS.Mechanical Engineering: Ingénierie mécanique | ||
AC2D20.FOCUS.Melee Weapons: Armes de mêlée | ||
AC2D20.FOCUS.Motorcycles: Motos | ||
AC2D20.FOCUS.Mysticism: Mysticisme | ||
AC2D20.FOCUS.Navy: Marine | ||
AC2D20.FOCUS.Negotiation: Négociation | ||
AC2D20.FOCUS.Occultism: Occultisme | ||
AC2D20.FOCUS.Orienteering: Orientation | ||
AC2D20.FOCUS.Pharmacology: Pharmacologie | ||
AC2D20.FOCUS.Physical Training: Entraînement physique | ||
AC2D20.FOCUS.Psychiatry: Psychiatrie | ||
AC2D20.FOCUS.Rhetoric: Rhétorique | ||
AC2D20.FOCUS.Rifles: Fusils | ||
AC2D20.FOCUS.Running: Course | ||
AC2D20.FOCUS.Rural Stealth: Furtivité rurale | ||
AC2D20.FOCUS.Science: Science | ||
AC2D20.FOCUS.Sight: Vue | ||
AC2D20.FOCUS.Smell and Taste: Odorat et goût | ||
AC2D20.FOCUS.Surgery: Chirurgie | ||
AC2D20.FOCUS.Swimming: Nage | ||
AC2D20.FOCUS.Tanks: Tanks | ||
AC2D20.FOCUS.Technical Projects: Projets techniques | ||
AC2D20.FOCUS.Threat Awareness: Perception des menaces | ||
AC2D20.FOCUS.Throwing: Lancer | ||
AC2D20.FOCUS.Toxicology: Toxicologie | ||
AC2D20.FOCUS.Tracking: Pistage | ||
AC2D20.FOCUS.Urban Stealth: Furtivité urbaine | ||
AC2D20.FOCUS.Watercraft: Embarcations | ||
AC2D20.MIGRATION.begin_migration: Mise à jour des données en cours pour Achtung! Cthulhu 2d20 | ||
AC2D20.MIGRATION.begin_schema: Installation des mises à jour pour Achtung! Schéma Cthulhu 2d20 v{version} | ||
AC2D20.MIGRATION.completed_migration: Mise à jour des données terminées pour Achtung! Cthulhu 2d20 | ||
AC2D20.MIGRATION.completed_schema: Application des mises à jour pour Achtung! Schéma Cthulhu 2d20 v{version} | ||
AC2D20.OTHER: Autres | ||
AC2D20.RANGE.close: Courte | ||
AC2D20.RANGE.extreme: Extrême | ||
AC2D20.RANGE.long: Longue | ||
AC2D20.RANGE.medium: Moyenne | ||
AC2D20.RANGE.reach: Portée | ||
AC2D20.RESISTANCE.armor: Armure | ||
AC2D20.RESISTANCE.courage: Courage | ||
AC2D20.RESISTANCE.fatigue: Fatigue | ||
AC2D20.RESISTANCE.resistance: Résistance | ||
AC2D20.SETTINGS.compendiumHint: Chaque fois qu'un nouveau personnage est créé, cet ensemble de compétences sera inclus. | ||
AC2D20.SETTINGS.compendiumName: Compendium des compétences | ||
AC2D20.SETTINGS.ctHint: Si activé, le Traqueur de Combat réduira la réserve de Momentum quand un nouveau round de combat commence, ou quand le combat se termine. | ||
AC2D20.SETTINGS.ctName: Le Traqueur de Combat met à jour le Momentum? | ||
AC2D20.SETTINGS.debugEnabled.hint: Activer ou désactiver les fonctionnalités de débogage supplémentaires | ||
AC2D20.SETTINGS.debugEnabled.label: Activer/Désactiver le débogage | ||
AC2D20.SETTINGS.hoverHint: Emplacement du fichier json contenant le texte pour les qualités et les effets de dégâts. | ||
AC2D20.SETTINGS.hoverName: Survol de la souris du fichier JSON | ||
AC2D20.SETTINGS.maxappHint: Permet aux joueurs de configurer le max de PA du groupe. Nécessite d'être actualisé du côté des joueurs. | ||
AC2D20.SETTINGS.maxappName: Les joueurs peuvent configurer le max de PA | ||
AC2D20.SETTINGS.showmomentumHint: Affiche la fenêtre GM de Momentum pour tout le monde. Nécessite une actualisation du côté des joueurs. | ||
AC2D20.SETTINGS.showmomentumName: Afficher le Momentum du GM à tous les joueurs | ||
AC2D20.SETTINGS.systemVersion.hint: Enregistre le numéro de version système actuel d'Achtung! Cthulhu 2d20 (ne modifiez pas ce numéro à moins que vous ne sachiez ce que vous faîtes) | ||
AC2D20.SETTINGS.systemVersion.label: Version du système | ||
AC2D20.SETTINGS.worldSchemaVersion.hint: Enregistre la version actuelle du schéma pour Achtung! Cthulhu 2d20 données système. (ne modifiez pas cela à moins que vous ne sachiez ce que vous faîtes) | ||
AC2D20.SETTINGS.worldSchemaVersion.label: Version du schéma | ||
AC2D20.SKILL.ACADEMIA: Domaine universitaire | ||
AC2D20.SKILL.ATHLETICS: Athlétisme | ||
AC2D20.SKILL.ENGINEERING: Ingénierie | ||
AC2D20.SKILL.FIGHTING: Combat | ||
AC2D20.SKILL.MEDICINE: Médecine | ||
AC2D20.SKILL.OBSERVATION: Observation | ||
AC2D20.SKILL.PERSUASION: Persuasion | ||
AC2D20.SKILL.RESILIENCE: Résilience | ||
AC2D20.SKILL.STEALTH: Discrétion | ||
AC2D20.SKILL.SURVIVAL: Survie | ||
AC2D20.SKILL.TACTICS: Tactique | ||
AC2D20.SKILL.VEHICLES: Véhicules | ||
AC2D20.SPELL.SpellTypes.ins: Traditionaliste | ||
AC2D20.SPELL.SpellTypes.rea: Chercheur | ||
AC2D20.SPELL.SpellTypes.wil: Amateur | ||
AC2D20.Spellcasting.dabbler: amateur | ||
AC2D20.Spellcasting.researcher: chercheur | ||
AC2D20.Spellcasting.SpellcastingType: Type de lancement de sort | ||
AC2D20.Spellcasting.traditional: traditionaliste | ||
AC2D20.STRESS.current: Stress actuel | ||
AC2D20.STRESS.max: Stress maximum | ||
AC2D20.STRESS.stress: Stress | ||
AC2D20.TEMPLATES.Abilities: Capacités | ||
AC2D20.TEMPLATES.AddFocus: Ajouter Focus | ||
AC2D20.TEMPLATES.Ammo: Munitions | ||
AC2D20.TEMPLATES.Archetype: Archétype | ||
AC2D20.TEMPLATES.Attacks: ATTAQUES | ||
AC2D20.TEMPLATES.Attr: Attr. | ||
AC2D20.TEMPLATES.Attribute: Attribut | ||
AC2D20.TEMPLATES.Attributes: Attributs | ||
AC2D20.TEMPLATES.Background: Historique | ||
AC2D20.TEMPLATES.bonus: Bonus | ||
AC2D20.TEMPLATES.Characteristic: Caractéristique | ||
AC2D20.TEMPLATES.Compl: Compl. | ||
AC2D20.TEMPLATES.Complications: Complications | ||
AC2D20.TEMPLATES.Conditions: Conditions | ||
AC2D20.TEMPLATES.Cost: Coût | ||
AC2D20.TEMPLATES.CostEffects: Effets de coûts | ||
AC2D20.TEMPLATES.Create_Ammo: Créer des munitions | ||
AC2D20.TEMPLATES.Create_Special_Rule: Créer une règle spéciale | ||
AC2D20.TEMPLATES.Create_Weapon: Créer Arme | ||
AC2D20.TEMPLATES.current: actuel | ||
AC2D20.TEMPLATES.DAMAGE_EFFECTS: EFFETS DE DÉGÂTS | ||
AC2D20.TEMPLATES.DAMAGE_TYPE: TYPE DE DÉGÂTS | ||
AC2D20.TEMPLATES.DAMAGE: DÉGÂTS | ||
AC2D20.TEMPLATES.Data: Donnée | ||
AC2D20.TEMPLATES.Default_Attribute: Attribut par défaut | ||
AC2D20.TEMPLATES.DEFENSE: DÉFENSE | ||
AC2D20.TEMPLATES.Delete_Item: Supprimer un élément | ||
AC2D20.TEMPLATES.Delete: Supprimer | ||
AC2D20.TEMPLATES.DERIVED: DERIVÉ | ||
AC2D20.TEMPLATES.Description: Description | ||
AC2D20.TEMPLATES.Diff: Diff | ||
AC2D20.TEMPLATES.Difficulty: Difficulté | ||
AC2D20.TEMPLATES.Dur: Dur | ||
AC2D20.TEMPLATES.Duration: Durée | ||
AC2D20.TEMPLATES.Edit_Item: Editer l'élément | ||
AC2D20.TEMPLATES.Effect: Effet | ||
AC2D20.TEMPLATES.Effects: Effets | ||
AC2D20.TEMPLATES.Encumbered: ENCOMBRÉS | ||
AC2D20.TEMPLATES.Encumbrance_Level: Niveau d'encombrement | ||
AC2D20.TEMPLATES.Encumbrance: Encombrement | ||
AC2D20.TEMPLATES.ENG: FRE | ||
AC2D20.TEMPLATES.equipped: équipé | ||
AC2D20.TEMPLATES.FAVORITE_WEAPONS: ARMES FAVORITES | ||
AC2D20.TEMPLATES.FIRE_RATE: CADENCE DE TIR | ||
AC2D20.TEMPLATES.Focus: Concentration | ||
AC2D20.TEMPLATES.fortune: Chance | ||
AC2D20.TEMPLATES.Gear: Équipement | ||
AC2D20.TEMPLATES.GENERAL: GÉNÉRAL | ||
AC2D20.TEMPLATES.GM_MOMENTUM: Menace du GM | ||
AC2D20.TEMPLATES.Healthy: Bonne Santé | ||
AC2D20.TEMPLATES.HP_Healed: PV soignés | ||
AC2D20.TEMPLATES.INITIATIVE: INITIATIVE | ||
AC2D20.TEMPLATES.INJURIES: Blessures | ||
AC2D20.TEMPLATES.Issue: Problème | ||
AC2D20.TEMPLATES.Keywords: Mots-clés | ||
AC2D20.TEMPLATES.lbs: kgs | ||
AC2D20.TEMPLATES.Learned: Appris | ||
AC2D20.TEMPLATES.Luck: Chance | ||
AC2D20.TEMPLATES.majoritems: Objets majeurs | ||
AC2D20.TEMPLATES.MAX_PARTY_MOMENTUM: Momentum max | ||
AC2D20.TEMPLATES.max: max | ||
AC2D20.TEMPLATES.MAX: MAX | ||
AC2D20.TEMPLATES.MELEE_BONUS: BONUS DE MÊLÉE | ||
AC2D20.TEMPLATES.MELEE_DAMAGE: DÉGÂTS DE MÊLÉE | ||
AC2D20.TEMPLATES.minoritems: Objets mineurs | ||
AC2D20.TEMPLATES.Mod_Type: Type de Modificateur | ||
AC2D20.TEMPLATES.MODULES: MODULES | ||
AC2D20.TEMPLATES.Name_Prefix: Préfixe du nom | ||
AC2D20.TEMPLATES.Name: Nom | ||
AC2D20.TEMPLATES.Nationality: Nationalité | ||
AC2D20.TEMPLATES.PARTY_MOMENTUM: Momentum du groupe | ||
AC2D20.TEMPLATES.Personal_Truth_Scars: Vérités personnelles et cicatrices | ||
AC2D20.TEMPLATES.PHYS: PHYS | ||
AC2D20.TEMPLATES.Points: Points | ||
AC2D20.TEMPLATES.POISON: POISON | ||
AC2D20.TEMPLATES.Power: Puissance | ||
AC2D20.TEMPLATES.Qualities: Qualités | ||
AC2D20.TEMPLATES.RANGE: Portée | ||
AC2D20.TEMPLATES.Rank: Rang | ||
AC2D20.TEMPLATES.Ranks_current_maximum: Rangs [actuel/maximum] | ||
AC2D20.TEMPLATES.rating: Note | ||
AC2D20.TEMPLATES.Re_roll: Relancer | ||
AC2D20.TEMPLATES.Requirements: Prérequis | ||
AC2D20.TEMPLATES.Resistance: Résistance | ||
AC2D20.TEMPLATES.Resistances: Résistances | ||
AC2D20.TEMPLATES.RESISTANCES: RÉSISTANCES | ||
AC2D20.TEMPLATES.Resources: Ressources | ||
AC2D20.TEMPLATES.Restriction: Restriction | ||
AC2D20.TEMPLATES.ritual_requirements: Prérequis | ||
AC2D20.TEMPLATES.ritual_resistance: Résistance | ||
AC2D20.TEMPLATES.ritual_steps: Étapes du rituel | ||
AC2D20.TEMPLATES.ritual_stress: Stress du rituel | ||
AC2D20.TEMPLATES.Ritual: Rituel | ||
AC2D20.TEMPLATES.Roll_Formula: Formule du jet | ||
AC2D20.TEMPLATES.Salvo: Salve | ||
AC2D20.TEMPLATES.scale: Échelle | ||
AC2D20.TEMPLATES.Size: Taille | ||
AC2D20.TEMPLATES.SizeLevels.Major: Majeur | ||
AC2D20.TEMPLATES.SizeLevels.Minor: Mineur | ||
AC2D20.TEMPLATES.SizeLevels.Trivial: Trivial | ||
AC2D20.TEMPLATES.Skill_Focus: Spécialisation de compétence | ||
AC2D20.TEMPLATES.skill_focus: Compétence/Spécialisation | ||
AC2D20.TEMPLATES.Skill_Value: Valeur de compétence | ||
AC2D20.TEMPLATES.Skill: Compétence | ||
AC2D20.TEMPLATES.SkillFocus: Spécialisation de compétence | ||
AC2D20.TEMPLATES.Skills: Compétences | ||
AC2D20.TEMPLATES.Source: Source | ||
AC2D20.TEMPLATES.SpecialRule: Règle spéciale | ||
AC2D20.TEMPLATES.SpecialRules: Règles spéciales | ||
AC2D20.TEMPLATES.speed: Vitesse | ||
AC2D20.TEMPLATES.Spells_Rituals: Sorts et rituels | ||
AC2D20.TEMPLATES.Spells: Sorts | ||
AC2D20.TEMPLATES.Status: État | ||
AC2D20.TEMPLATES.Successes: Succès | ||
AC2D20.TEMPLATES.Talents: Talents | ||
AC2D20.TEMPLATES.TN: SR | ||
AC2D20.TEMPLATES.Total: Total | ||
AC2D20.TEMPLATES.Truths: Vérités | ||
AC2D20.TEMPLATES.Use_Agility: Utiliser l'Agilité | ||
AC2D20.TEMPLATES.Use_Brawn: Utiliser la Force | ||
AC2D20.TEMPLATES.Use_Coordination: Utiliser la Coordination | ||
AC2D20.TEMPLATES.Use_Insight: Utiliser la Perception | ||
AC2D20.TEMPLATES.Use_Reason: Utiliser le Raisonnement | ||
AC2D20.TEMPLATES.Use_Will: Utiliser la Volonté | ||
AC2D20.TEMPLATES.Weapon_Qualities: QUALITÉS D'ARME | ||
AC2D20.TEMPLATES.Weapon_Type: Type d'Arme | ||
AC2D20.TEMPLATES.Weapons: Armes | ||
AC2D20.UI.Add: Ajouter | ||
AC2D20.UI.CarryWeight: Charge | ||
AC2D20.UI.Cost: Coût | ||
AC2D20.UI.Damage: Dégâts | ||
AC2D20.UI.favorite: Favori | ||
AC2D20.UI.INVENTORY: Inventaire | ||
AC2D20.UI.Name: Nom | ||
AC2D20.UI.ORIGIN: ORIGINE | ||
AC2D20.UI.OTHER: Autre | ||
AC2D20.UI.Quantity: Quantité | ||
AC2D20.UI.Rarity: Rareté | ||
AC2D20.UI.SPECIAL_RULE: Règle spéciale | ||
AC2D20.UI.stashed: Caché | ||
AC2D20.UI.Type: Type | ||
AC2D20.UI.UNSORTED: Non trié | ||
AC2D20.UI.Weight: Poids | ||
AC2D20.VEHICLES.QUALITIES.cargo: Cargaison | ||
AC2D20.VEHICLES.QUALITIES.cumbersome: Encombrant | ||
AC2D20.VEHICLES.QUALITIES.enclosed: Entravé | ||
AC2D20.VEHICLES.QUALITIES.exposed: Exposé | ||
AC2D20.VEHICLES.QUALITIES.highPerformance: Haute performance | ||
AC2D20.VEHICLES.QUALITIES.singleSeat: Siège unique | ||
AC2D20.VEHICLES.QUALITIES.tough: Difficile | ||
AC2D20.WEAPONS.damageEffect.area: Zone | ||
AC2D20.WEAPONS.damageEffect.backlash: Contresort | ||
AC2D20.WEAPONS.damageEffect.drain: Épuisant | ||
AC2D20.WEAPONS.damageEffect.intense: Intense | ||
AC2D20.WEAPONS.damageEffect.persistent: Persistant | ||
AC2D20.WEAPONS.damageEffect.piercing: Perforant | ||
AC2D20.WEAPONS.damageEffect.snare: Piège | ||
AC2D20.WEAPONS.damageEffect.stun: Étourdissant | ||
AC2D20.WEAPONS.damageEffect.vicious: Vicieux | ||
AC2D20.WEAPONS.damageType.energy: Énergie | ||
AC2D20.WEAPONS.damageType.physical: Physique | ||
AC2D20.WEAPONS.damageType.poison: Poison | ||
AC2D20.WEAPONS.damageType.radiation: Radiation | ||
AC2D20.WEAPONS.qualities: Qualités | ||
AC2D20.WEAPONS.type: Type d'Arme | ||
AC2D20.WEAPONS.weaponQuality.accurate: Précis | ||
AC2D20.WEAPONS.weaponQuality.bane: Fléau | ||
AC2D20.WEAPONS.weaponQuality.closeQuarters: Combat rapproché | ||
AC2D20.WEAPONS.weaponQuality.cumbersome: Encombrant | ||
AC2D20.WEAPONS.weaponQuality.debilitating: Invalidant | ||
AC2D20.WEAPONS.weaponQuality.escalation: Intensification | ||
AC2D20.WEAPONS.weaponQuality.giant-killer: Tueur de géants | ||
AC2D20.WEAPONS.weaponQuality.heavy: Lourd | ||
AC2D20.WEAPONS.weaponQuality.hidden: Caché | ||
AC2D20.WEAPONS.weaponQuality.hunger: Faim | ||
AC2D20.WEAPONS.weaponQuality.inaccurate: Imprécis | ||
AC2D20.WEAPONS.weaponQuality.indirect: Indirecte | ||
AC2D20.WEAPONS.weaponQuality.munition: Munition | ||
AC2D20.WEAPONS.weaponQuality.parrying: Parer | ||
AC2D20.WEAPONS.weaponQuality.reliable: Fiable | ||
AC2D20.WEAPONS.weaponQuality.subtle: Subtil | ||
AC2D20.WEAPONS.weaponQuality.unreliable: Imprévisible | ||
AC2D20.WEAPONS.weaponTypes.agi: Mêlée | ||
AC2D20.WEAPONS.weaponTypes.coo: À distance | ||
AC2D20.WEAPONS.weaponTypes.Melee: Mêlée | ||
AC2D20.WEAPONS.weaponTypes.Mental: Mental | ||
AC2D20.WEAPONS.weaponTypes.Ranged: À distance | ||
AC2D20.WEAPONS.weaponTypes.wil: Mental | ||
ACTOR.NpcType.Lieutenant: Lieutenant | ||
ACTOR.NpcType.Nemesis: Némésis | ||
ACTOR.NpcType.Trooper: Troupe | ||
ACTOR.Vehicle.Cover: Couverture | ||
ACTOR.Vehicle.Impact: Impact | ||
ACTOR.Vehicle.Passengers: Passagers | ||
TYPES.Actor.character: Personnage | ||
TYPES.Actor.npc: PNJ | ||
TYPES.Actor.vehicle: Véhicule | ||
TYPES.Item.armor: Armure | ||
TYPES.Item.equipment: Équipement | ||
TYPES.Item.skill: Compétence | ||
TYPES.Item.skillkit: Kit de compétence | ||
TYPES.Item.special_rule: Règle spéciale | ||
TYPES.Item.spell: Sort | ||
TYPES.Item.talent: Talent | ||
TYPES.Item.weapon: Arme |
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