Correspondence of translations with another language
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          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
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                Harnaché
                
                 
                    Corps à corps
Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien  et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou  Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
                   
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                Angeschirrt
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Contenidos
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Imbrigliato
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Ездовой
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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          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.
             
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                Peur
                
                 
                    Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un  Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont  Ébranlées  et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   
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                Angst
                
                 
                    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.
                   
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                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.
                   
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                Miedo
                
                 
                    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.
                   
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                Paura
                
                 
                    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.
                   
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                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.
                   
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                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.
                   
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   
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                Handwaffe
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma de Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma a Una Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                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
                   
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          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
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                Avant-garde
                
                 
                    Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de  Mouvement simple  et/ou  Reformation  réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des  Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou  Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle  Capture  jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
                   
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                Vorhut
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                Vanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                Avanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                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.
                   
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          Hard Target
          
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                Cible difficile
                
                 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
                   
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                Schwieriges Ziel
                
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                Hard Target
                
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                Objetivo Difícil
                
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                Bersaglio Difficile
                
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                Hard Target
                
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                Сложная цель
                
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          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
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                Guide
                
                 
                    La figurine réussit automatiquement tout  Test de terrain dangereux  provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle  Indomptable  à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
                   
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                Geländeerfahren
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
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                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
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                Cruzar
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
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                Viaggiatore
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
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                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
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                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.
                   
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          Elusive
          
           
              Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
             
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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                Elusive
                
                 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   
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          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.
             
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                Repli tactique
                
                 
                    Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas  Ébranlée . De plus, la  Reformation  qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un  Test de panique  échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
                   
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                Vorgetäuschte Flucht
                
                 
                    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.
                   
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                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.
                   
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                Huida Simulada
                
                 
                    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.
                   
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                Fuga Simulata
                
                 
                    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.
                   
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                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.
                   
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                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.
                   
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          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
             
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Fearless, Frenzy, and Supernal.
                   
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          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
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| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
              
                Alliage d'alchimiste
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et subit −2 en Capacité offensive.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Lega dell'alchimista
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
      
| 
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
              
                Alliage d'alchimiste
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et subit −2 en Capacité offensive.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Lega dell'alchimista
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
      
| 
          Destiny's Call
          
           
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             
           | 
              
                Appel du destin
                
                 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
      
| 
          Destiny's Call
          
           
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             
           | 
              
                Appel du destin
                
                 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
      
| 
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
              
                Baguette de bataille
                
                 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) :
Type : Amélioration. Portée : 18″. Durée : Un tour.
La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Scettro da battaglia
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
      
| 
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
              
                Baguette de bataille
                
                 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) :
Type : Amélioration. Portée : 18″. Durée : Un tour.
La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Scettro da battaglia
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
              
                Bâton de dragon
                
                 
                    Le porteur gagne une Attaque de souffle (Fo 3, PA 0, Attaque enflammée).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Bastone del drago
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
      
| 
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
              
                Bâton de dragon
                
                 
                    Le porteur gagne une Attaque de souffle (Fo 3, PA 0, Attaque enflammée).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Bastone del drago
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
      
| 
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
      
| 
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
      
| 
          Book of Arcane Mastery
          
           
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             
           | 
              
                Grimoire de maîtrise cabalistique
                
                 
                    Dominant. Ne peut être pris que par un Apprenti ou Adepte magicien.
Lors de chaque Phase de magie, le porteur gagne un modificateur de +2 pour sa première Tentative de lancement de sort. S’il n’utilise qu’un seul Dé de magie pour cette Tentative de lancement, un résultat naturel de ‘1’ ou ‘2’ donne toujours un échec, quels que soient les modificateurs.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
      
| 
          Book of Arcane Mastery
          
           
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             
           | 
              
                Grimoire de maîtrise cabalistique
                
                 
                    Dominant. Ne peut être pris que par un Apprenti ou Adepte magicien.
Lors de chaque Phase de magie, le porteur gagne un modificateur de +2 pour sa première Tentative de lancement de sort. S’il n’utilise qu’un seul Dé de magie pour cette Tentative de lancement, un résultat naturel de ‘1’ ou ‘2’ donne toujours un échec, quels que soient les modificateurs.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   
                 | 
      
| 
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
              
                Bottes du forestier
                
                 
                    Infanterie de taille Standard uniquement.
Le porteur gagne Guide et, à moins qu’il n’effectue un Mouvement de vol, gagne +2″ en valeur de Mouvement simple et +4″ en valeur de Marche forcée, jusqu’à un maximum de respectivement 10″ et 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
      
| 
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
              
                Bottes du forestier
                
                 
                    Infanterie de taille Standard uniquement.
Le porteur gagne Guide et, à moins qu’il n’effectue un Mouvement de vol, gagne +2″ en valeur de Mouvement simple et +4″ en valeur de Marche forcée, jusqu’à un maximum de respectivement 10″ et 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
      
| 
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             
           | 
              
                Boule de cristal
                
                 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Sfera di cristallo
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
      
| 
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             
           | 
              
                Boule de cristal
                
                 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Sfera di cristallo
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   
                 | 
      
| 
          Shield Breaker
          
           
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
              
                Brise-bouclier
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Frantuma scudi
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
      
| 
          Shield Breaker
          
           
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
              
                Brise-bouclier
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Frantuma scudi
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
      
| 
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
              
                Charme de chance
                
                 
                    Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
      
| 
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
              
                Charme de chance
                
                 
                    Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
              
                Héritage magique
                
                 
                    Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Cimelio magico
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
              
                Héritage magique
                
                 
                    Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Cimelio magico
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
      
| 
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             
           | 
              
                Lumière purifiante
                
                 
                    Enchantement : Arme de corps à corps.
Au début de chaque Manche de combat, le porteur peut choisir de donner Attaque enflammée et Attaque magique aux attaques effectuées avec cette arme.
Ces effets durent jusqu’à la fin de la Manche de combat.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Luce purificante
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
      
| 
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             
           | 
              
                Lumière purifiante
                
                 
                    Enchantement : Arme de corps à corps.
Au début de chaque Manche de combat, le porteur peut choisir de donner Attaque enflammée et Attaque magique aux attaques effectuées avec cette arme.
Ces effets durent jusqu’à la fin de la Manche de combat.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Luce purificante
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   
                 | 
      
| 
          Hero's Heart
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             
           | 
              
                Coeur de héros
                
                 
                    Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
      
| 
          Hero's Heart
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             
           | 
              
                Coeur de héros
                
                 
                    Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 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).
             
           | 
              
                Couronne du roi-magicien
                
                 
                    Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                Corona del re mago
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                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).
                   
                 | 
      
| 
          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).
             
           | 
              
                Couronne du roi-magicien
                
                 
                    Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                Corona del re mago
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                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).
                   
                 | 
      
| 
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
              
                Couronne d'autocratie
                
                 
                    Ne peut pas être pris par des figurines avec Pas un meneur..
La portée de Présence impérieuse du porteur est augmentée de 3″, jusqu’à un maximum de 18″, le cas échéant. Si la figurine n’a pas Présence impérieuse, elle gagne Présence impérieuse dont la portée est toujours de 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Corona dell'autarchia
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
      
| 
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
              
                Couronne d'autocratie
                
                 
                    Ne peut pas être pris par des figurines avec Pas un meneur..
La portée de Présence impérieuse du porteur est augmentée de 3″, jusqu’à un maximum de 18″, le cas échéant. Si la figurine n’a pas Présence impérieuse, elle gagne Présence impérieuse dont la portée est toujours de 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Corona dell'autarchia
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
      
| 
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             
           | 
              
                Crépuscule forgé
                
                 
                    Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés.
Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Vespertino (Scudo)
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
      
| 
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             
           | 
              
                Crépuscule forgé
                
                 
                    Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés.
Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Vespertino (Scudo)
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
      
| 
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
              
                Trompe-la-mort 
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Mortifrago
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
      
| 
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
              
                Trompe-la-mort 
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Mortifrago
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
      
| 
          Supernatural Dexterity
          
           
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             
           | 
              
                Dextérité surnaturelle
                
                 
                    Enchantement : Arme de corps à corps.
Le porteur de cette arme gagne +2 en Capacité offensive et +2 en Agilité lorsqu’il l’utilise ; les attaques effectuées avec cette arme gagnent Attaque magique.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Destrezza ultraterrena
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
      
| 
          Supernatural Dexterity
          
           
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             
           | 
              
                Dextérité surnaturelle
                
                 
                    Enchantement : Arme de corps à corps.
Le porteur de cette arme gagne +2 en Capacité offensive et +2 en Agilité lorsqu’il l’utilise ; les attaques effectuées avec cette arme gagnent Attaque magique.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Destrezza ultraterrena
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
      
| 
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
              
                Gemme de feu dragon
                
                 
                    Le porteur gagne la règle À l'épreuve du feu.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Gemma draconica
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
              
                Gemme de feu dragon
                
                 
                    Le porteur gagne la règle À l'épreuve du feu.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Gemma draconica
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Eldritch Inscriptions
          
           
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             
           | 
              
                Inscriptions Mystérieuses
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
      
| 
          Eldritch Inscriptions
          
           
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             
           | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
      
| 
          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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
              
                Essence de libre pensée
                
                 
                    Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
      
| 
          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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
              
                Essence de libre pensée
                
                 
                    Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
      
| 
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
              
                Essence de mithril
                
                 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
L’Armure du porteur passe à 5 et ne peut jamais être améliorée au-delà.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
      
| 
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
              
                Essence de mithril
                
                 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
L’Armure du porteur passe à 5 et ne peut jamais être améliorée au-delà.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
      
| 
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
              
                Protection fantômatique
                
                 
                    Enchantement : Armure lourde et Armure de plates.
Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
      
| 
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
              
                Protection fantômatique
                
                 
                    Enchantement : Armure lourde et Armure de plates.
Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
      
| 
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
              
                Glyphe de saule
                
                 
                    Figurines à pied uniquement.
Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d’impact qui sont réparties sur lui ont −2 en Pénétration d’armure.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
      
| 
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
              
                Glyphe de saule
                
                 
                    Figurines à pied uniquement.
Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d’impact qui sont réparties sur lui ont −2 en Pénétration d’armure.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
      
| 
          King Slayer
          
           
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
              
                Tueuse de rois
                
                 
                    Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                Sterminatrice di re
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
      
| 
          King Slayer
          
           
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
              
                Tueuse de rois
                
                 
                    Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                Sterminatrice di re
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
      
| 
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
              
                Manchons foudroyants
                
                 
                    Le porteur peut lancer Main des cieux (Thaumaturgie) en tant que Sort lié de Niveau de puissance (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Vambraci del lampo
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
      
| 
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
              
                Manchons foudroyants
                
                 
                    Le porteur peut lancer Main des cieux (Thaumaturgie) en tant que Sort lié de Niveau de puissance (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Vambraci del lampo
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
      
| 
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
              
                Roc d'obsidienne
                
                 
                    Le porteur gagne Résistance à la magie (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Pietra d'ossidiana
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
      
| 
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
              
                Roc d'obsidienne
                
                 
                    Le porteur gagne Résistance à la magie (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Pietra d'ossidiana
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
      
| 
          Potion of Strength
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
              
                Potion de force
                
                 
                    Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
      
| 
          Potion of Strength
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
              
                Potion de force
                
                 
                    Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
              
                Potion de rapidité
                
                 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
              
                Potion de rapidité
                
                 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
      
| 
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
              
                Sceptre de pouvoir
                
                 
                    Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, juste après avoir effectué ce jet de lancement ou de dissipation.
(Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Scettro del potere
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
      
| 
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
              
                Sceptre de pouvoir
                
                 
                    Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, juste après avoir effectué ce jet de lancement ou de dissipation.
(Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Scettro del potere
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
      
| 
          Touch of Greatness
          
           
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
              
                Touché par la grâce
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Tocco di grandigia
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
      
| 
          Touch of Greatness
          
           
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
              
                Touché par la grâce
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Tocco di grandigia
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
              
                Icône éthérée
                
                 
                    0–3 par armée.
Le porteur gagne Résistance à la magie (1).
Si l’unité possède déjà une ou plusieurs instances de Résistance à la magie (X), celles-ci sont augmentées de 1 à la place.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Icona d'etere
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 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.
             
           | 
              
                Bannière de Discipline
                
                 
                    0–3 par armée.
L’unité du porteur peut relancer ses Tests de panique ratés.
Si le porteur de la Grande bannière ou le Général fait partie de l’unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Insegna della disciplina
                
                 
                    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.
                   
                 | 
              
                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 Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
              
                Bannière de vitesse
                
                 
                    0–3 par armée.
Une unité avec une ou plusieurs Bannières de vitesse gagne +1″ en valeur de Mouvement simple et +2″ en valeur de Marche forcée.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Insegna della velocit
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
      
| 
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
              
                Bannière de la compagnie infatigable
                
                 
                    0–3 par armée.
Usage unique. Cet Enchantement peut être activé pendant la Phase de mouvement du joueur qui la contrôle : toutes les figurines d’Infanterie dans l’unité du porteur onttoujours une valeur de Marche forcée de 15″ avec les restrictions suivantes :
• Aucun Personnage ne peut quitter volontairement l’unité du porteur.
• L’unité du porteur ne peut effectuer aucune Attaquede tir.
• Une seule Bannière de la compagnie infatigable peut-être activée au cours d’une même phase.
Ces effets durent jusqu’à la fin de ce Tour de joueur.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Insegna della compagnia implacabile
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
      
| 
          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
           | 
              
                Bannière ardente
                
                 
                    0–3 par armée.
Usage unique.
Cet Enchantement peut être activé au début d’une Manche de combat ou avant de tirer avec l’unité du porteur : l’unité du porteur gagne Attaque enflammée.
Si elle est activée au combat, ses effets durent jusqu’à ce que l’unité du porteur ne soit plus engagée au combat; si elle est activée avant de tirer avec l’unité du porteur, ses effets durent jusqu’à la fin de la phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Stendardo infuocato
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
      
| 
          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
           | 
              
                Bannière de la légion
                
                 
                    0–3 par armée.
Une unité avec une Bannière de la légion augmente son Bonus de rang maximum de +1 (cela signifie généralement que l’unité peut ajouter à son Résultat de combat un Bonus de rang de +4 si elle a 4 Rangs complets derrière le premier).
Une unité avec deux Bannières de la légion ou plus augmente son Bonus de rang maximum de +2 à la place.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Stendardo della legione
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
      
| 
          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
              
                Bannière du rôdeur
                
                 
                    0–3 par armée.
L’unité du porteur gagne Guide.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stendardo dell'oppressore
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 |