Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
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          Distracting
          
           
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             
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                Perturbant
                
                 
                    Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher.
Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
                   
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                Ablenkend
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracción
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distrarre
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Отвлечение
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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          Aegis
          
           
              Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
             
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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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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          Apostle Of Plague
          
           
              Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
             
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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                Apostle Of Plague
                
                 
                    Universal Rule.
While within 12″ of the model, friendly units gain Minimised (Discipline Tests).
                   
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          Extra Support
          
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                Attaque de soutien
                
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                Extra Support
                
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                Extra Support
                
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                Apoyo Extra
                
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                Supporto Aggiuntivo
                
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                Extra Support
                
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                Дополнительная поддержка
                
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          Wizard Apprentice
          
           
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             
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                Apprenti magicien
                
                 
                    - Connaît 1 sort.
- Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts
.
                   
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                Zau- bernovize
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Wizard Apprentice
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Aprendiz Hechicero
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Mago Apprendista
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Wizard Apprentice
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Младший маг
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
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                Arme lourde
                
                 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   
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                Zweihandwaffe
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Arma a Dos Manos
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Grande Arma
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Двуручное оружие
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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          Light Armour
          
           
              Armor +1
             
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                Armure légère
                
                 
                    +1 en Armure
                   
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                Leichte Rüstung
                
                 
                    Armor +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Armadura Ligera
                
                 
                    Armor +1
                   
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                Armatura Leggera
                
                 
                    armatura +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Легкий доспех
                
                 
                    Armor +1
                   
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          Heavy Armour
          
           
              +2 Armor
             
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                Armure lourde
                
                 
                    +2 en Armure
                   
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                Schwere Rüstung
                
                 
                    +2 Armor
                   
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                Heavy Armour
                
                 
                    +2 Armor
                   
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                Armadura Pesada
                
                 
                    +2 Armor
                   
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                Armatura Pesante
                
                 
                    armatura +2
                   
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                Heavy Armour
                
                 
                    +2 Armor
                   
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                Тяжелый доспех
                
                 
                    +2 Armor
                   
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          Paired Weapons
          
           
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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                Paire d'armes
                
                 
                    À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle  Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
                   
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                Waffenpaar
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Armas Emparejadas
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Coppia d'Armi
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Парное оружие
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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          Poison Attacks
          
           
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             
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                Attaque empoisonnée
                
                 
                    Corps à corps, Tir
Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’.
Une Attaque de tir suivant la règle  Tir désespéré  ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
Si une attaque peut occasionner plusieurs touches (avec les règles  Attaque de zone  ou  Ardeur guerrière  par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
                   
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                Giftattacken
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ataques Envenenados
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Attacchi Venefici
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ядовитые атаки
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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          Attached
          
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                Rattaché
                
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                Attached
                
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                Attached
                
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                Dependiente
                
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                Scorta
                
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                Attached
                
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                Прикрепленный
                
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          Impact Hits
          
           
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             
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                Touches d'impact
                
                 
                    Au  Palier d’initiative  10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage  et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle  Harnaché  ou  Inanimé  d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
                   
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                Aufpralltreffer
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
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                Impact Hits
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
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                Impactos por Carga
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
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                Colpi d'Impatto
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
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                Impact Hits
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
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                Таранные попадания
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
      
| 
          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.
             
           | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Insignificant
          
           | 
              
                Insignifiant
                
                 
                    Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de  Test de panique  que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
                   
                 | 
              
                Bedeutungslos
                
                 | 
              
                Insignificant
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificant
                
                 | 
              
                Незначи- тельный
                
                 | 
      
| 
          Hard Target
          
           | 
              
                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.
                   
                 | 
              
                Schwieriges Ziel
                
                 | 
              
                Hard Target
                
                 | 
              
                Objetivo Difícil
                
                 | 
              
                Bersaglio Difficile
                
                 | 
              
                Hard Target
                
                 | 
              
                Сложная цель
                
                 | 
      
| 
          Move or Fire
          
           
              The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
             
           | 
              
                Mouvement ou tir
                
                 
                    Tir
Une attaque avec cette règle ne peut être utilisée si la figurine attaquante a effectué un  Mouvement simple , une  Marche forcée , une  Reformation  ou un  Pivot  pendant le même Tour de joueur. Veuillez noter que les limitations habituelles restent d’application (comme le fait de ne pas tirer après un  Mouvement de charge ratée , etc.).
                   
                 | 
              
                Bewegen oder Schießen
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
              
                Move or Fire
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
              
                Mover o Disparar
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
              
                Muovere o Tirare
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
              
                Move or Fire
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
              
                Двигаться или стрелять
                
                 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   
                 | 
      
| 
          Bloodpox Blades
          
           
              Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
             
           | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
              
                Bloodpox Blades
                
                 
                    Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
                   
                 | 
      
| 
          Bodyguard
          
           
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             
           | 
              
                Garde du corps
                
                 
                    Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle  Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
                   
                 | 
              
                Leibwache
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardaespaldas
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardia del Corpo
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Телохранитель
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
      
| 
          Bubonic Brew
          
           
              Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
             
           | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
              
                Bubonic Brew
                
                 
                    Artillery Weapon.
Catapult (6×6). Range 12–60″, Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.
                   
                 | 
      
| 
          Callous
          
           
              Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
             
           | 
              
                Impitoyable
                
                 
                    Les pertes de Points de vie de la figurine causées par des figurines alliées sont ignorées pour la Panique (y compris dans le cas d'unités détruites par des attaques alliées). La figurine peut utiliser des Attaques de tir contre les unités ennemies engagées en combat, avec les règles suivantes : • Les unités alliées engagées dans ce combat sont ignorées en ce qui concerne les Couverts, mais pas pour les Lignes de vue. • Lancez normalement pour toucher la cible. Immédiatement après avoir déterminé le nombre de touches, lancez 1D6 pour chacune d'elles. Sur 4+, la touche est répartie sur une unité alliée engagée dans ce combat (déterminez aléatoirement s'il y a plusieurs unités alliées engagées dans ce combat). Sinon, la cible initiale est touchée normalement.
                   
                 | 
              
                Kaltschnäuzig
                
                 
                    Lebenspunkte die dieses Modell durch freundliche Modelle verliert werden für Panik ignoriert (einschliesslich Einheiten die durch Attacken von freundlichen Modellen vernichtet werden). Das Modell kann Schussattacken gegen gegnerische Einheiten durchführen, die im Nahkampf gebunden sind, mit den folgenden Regeln und Einschränkungen: • Die gegnerische Einheit darf nur mit befreundeten Einheiten in den Nahkampf gebunden sein, die Standardhöhe haben und/oder Infanterie sind. • Freundliche Einheiten, die in diesen Nahkampf gebunden sind, geben keine Deckung (aber zählen für Sichtlinie.) • Trefferwürfe werden ganz normal gegen das gewünschte Ziel abgehandelt. Für jeden Treffer von Angriffen ohne Flächenangriff [b]muss[/b] dann zufällig mit deinem W6 bestimmt werden, welche Einheit getroffen wird. Bei einem Wurf von 4+ wird - sofern nicht anderweitig geschrieben - das gewünschte Ziel getroffen. Ansonsten wird die freundliche Einheit getroffen, die mit dem gewünschten Ziel im Nahkampf ist. Falls es mehr als eine freundliche Einheit gibt, wähle zufällig, welche getroffen wird. • Im Fall von Flächenangriffen wird der ursprüngliche Treffer nicht zufällig bestimmt. Bestimme die Anzahl von Treffern durch den Flächenangriffen basierend auf dem ursprünglichen Ziel des Angriffs. Bestimme dann jeden Treffer zufällig wie oben beschrieben.
                   
                 | 
              
                Callous
                
                 
                    Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
                   
                 | 
              
                Inhumano
                
                 
                    Las pérdidas de Puntos de Vida de la miniatura causadas por miniaturas amigas son ignoradas a efectos de Pánico (incluyendo unidades destruidas debido a ataques de miniaturas amigas). La miniatura puede usar Ataques de Disparo contra unidades enemigas Trabadas en Combate, con las siguientes reglas y restricciones: Las unidades amigas Trabadas en el Combate se ignoran a la hora de determinar Cobertura (pero no para trazar Línea de Visión). Tira para impactar de la manera habitual contra el objetivo. Inmediatamente después de determinar el número de impactos, tira 1D6 por cada impacto. Con un resultado de 4+, el impacto se distribuye de manera aleatoria a una unidad amiga Trabada con el objetivo del disparo. En cualquier otro caso, procede de la manera habitual.
                   
                 | 
              
                Callous
                
                 
                    Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
                   
                 | 
              
                Callous
                
                 
                    Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
                   
                 | 
              
                Беспощадные
                
                 
                    Потери очков здоровья модели, вызванные дружественными моделями, игнорируются при определении необходимости проверок на Панику (включая отряды, уничтоженные атаками дружественных моделей), а также при расчете Результата боя. Модель может использовать Стрелковые атаки против вражеских отрядов, связанных в ближнем бою, со следующими ограничениями: • Дружественные отряды, связанные в этом ближнем бою, игнорируются при определении укрытия (но не при определения линии видимости). • Броски на попадание по выбранной цели совершаются по общим правилам. Немедленно до броски на ранение, бросите одну кубу за каждое попадание. Если на броске выпало 4+, попадание распределяется по случайно выбранному дружественному отряду, связанному в бою с изначальной целью. Если нет, продолжайте по обычным правилам.
                   
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| 
          Channel
          
           
              During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
             
           | 
              
                Canalisation
                
                 
                    Au cours de l’étape 3 de la  Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
                   
                 | 
              
                Kanalisieren
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizar
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizzare
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Источник
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
      
| 
          Scoring
          
           
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             
           | 
              
                Capture
                
                 
                    Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir «  Remporter l’objectif secondaire  », page  96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion :
La règle Capture peut être perdue au cours d’une partie :
• Une unité perd la règle Capture tant qu’elle est en fuite.
• Une unité qui a utilisé la règle  Embuscade  et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
• Une unité qui a effectué une  Reformation post-combat  perd la règle Capture jusqu’au début du prochain Tour de joueur.
• Une figurine qui effectue un déplacement d’ Avant-garde  perd la règle Capture jusqu’à la fin du premier Tour de jeu.
                   
                 | 
              
                Punktend
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Scoring
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Unidad que Puntúa
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Presidiante
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Scoring
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Захват
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
      
| 
          Devastating Charge
          
           
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             
           | 
              
                Charge dévastatrice
                
                 
                    Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo,  Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement  et  Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
                   
                 | 
              
                Vernichtender Angriff
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carga Devastadora
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carica Devastante
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Опустошительное нападение
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
      
| 
          Pestilent Pulpit
          
           
              The model knows one additional Learned Spell, it gains [b]Exclusive[/b] (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains [b]Poison Attacks[/b]. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.
             
           | 
              
                Chaire pourrie
                
                 
                    La figurine connaît un Sort appris supplémentaire, elle gagne [b]Exclusif (Disciples de la Peste)[/b] et augmente son nombre de [b]Touches d'impact[/b] de 1D3. L'unité de la figurine gagnent [b]Attaque empoisonnée[/b]. Les Attaques de corps à corps qui avaient déjà [b]Attaque empoisonnée[/b] du fait d'une autre source blesseront automatiquement sur un jet naturel pour toucher réussi de 5+ au lieu de 6+.
                   
                 | 
              
                Pestilenzkanzel
                
                 
                    Das Modell kann Breath of Corruption (Occultism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Das Modell erhält [b]In die Schlacht getragen (Seuchenjünger)[/b]. Befreundete Einheiten innerhalb von 6" zum Modell erhalten [b]Poison Attacks[/b] mit den folgenden Ausnahmen: • Nur Modelle mit Kult von Errahman sind betroffen. • Nahkampfwaffenattacken die bereits Giftattacken aus einer anderen Quelle waren verwunden bereits bei erfolgreichen Trefferwürfen von 5+ statt 6+.
                   
                 | 
              
                Pestilent Pulpit
                
                 
                    The model knows one additional Learned Spell, it gains [b]Exclusive[/b] (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains [b]Poison Attacks[/b]. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.
                   
                 | 
              
                Púlpito Pestilente
                
                 
                    La miniatura conoce un Hechizo Aprendido adicional, obtiene [b]Exclusivo[/b] (Discípulos de Plaga), y su número de Impactos por Carga aumenta en 1D3. La unidad de la miniatura obtiene [b]Ataques Envenenados[/b]. Los Ataques Cuerpo a Cuerpo que ya fueran Ataques Envenenados debido a otra razón, herirán automáticamente con tiradas exitosas para impactar en que se obtenga un resultado natural de de 5+ en lugar de 6+.
                   
                 | 
              
                Pestilent Pulpit
                
                 
                    The model knows one additional Learned Spell, it gains [b]Exclusive[/b] (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains [b]Poison Attacks[/b]. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.
                   
                 | 
              
                Pestilent Pulpit
                
                 
                    The model knows one additional Learned Spell, it gains [b]Exclusive[/b] (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains [b]Poison Attacks[/b]. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.
                   
                 | 
              
                Чумная трибуна
                
                 
                    Носитель может сотворить Разлагающее дыхание (Оккультизм) как Связанное заклинание, имеющее Уровень силы (4/8). Модель получает правило [b]В битву на плечах (Адепты разложения)[/b]. Отряд модели получает правило [b]Ядовитые атаки[/b], со следующими исключениями: • Этот эффект влияет только на модели с правилом [b]Культ Эррахмана[/b]. • Атаки ближнего боя, которые уже имеют правило Ядовитые атаки от другого источника, наносят автоматические ранения при успешных бросках на попадание 5+ вместо 6+.
                   
                 | 
      
| 
          Fight in Extra Rank
          
           | 
              
                Combat sur un rang supplémentaire
                
                 
                    Corps à corps
Un élément de figurine avec cette règle (ou utilisant une arme avec cette règle) peut porter des  Attaques de soutien depuis un rang supplémentaire. Cela permet donc généralement aux figurines situées au troisième rang de pouvoir porter des Attaques de soutien. Cette règle est cumulative, permettant à un nouveau rang supplémentaire d’attaquer pour chaque instance de la règle.
                   
                 | 
              
                Kämpft aus zusätzlichem Glied
                
                 | 
              
                Fight in Extra Rank
                
                 | 
              
                Luchar con Filas Adicionales
                
                 | 
              
                Combattere su Rango Extra
                
                 | 
              
                Fight in Extra Rank
                
                 | 
              
                Бьется дополнительный ряд
                
                 | 
      
| 
          Construct
          
           | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
      
| 
          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
           | 
              
                Sans peur
                
                 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   
                 | 
              
                Furchtlos
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Coraje
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Impassibile
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Бесстрашие
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
      
| 
          Cult of Errahman
          
           
              Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
             
           | 
              
                Culte d'Errahman
                
                 
                    Pour toute Attaque de corps à corps ennemie allouée à une figurine avec [b]Culte d'Errahman[/b] qui obtient un '1' naturel pour toucher, l'élément de figurine inflige une touche avec [b]Attaque toxique[/b] contre l'unité de la figurine ayant porté cette attaque. Résolvez ces touches avant de retirer les éventuelles pertes. Une unité contenant des figurines ordinaires avec [b]Culte d'Errahman[/b] ne peut être rejointe que par des Personnages avec la même règle.
                   
                 | 
              
                Kult von Errahman
                
                 
                    Jedes Mal, wenn eine natürliche '1' zum Treffen mit einer Nahkampfwaffenattacke gegen ein Modell mit Kult von Errahman geworfen wird, verursacht der Modellteil 1 Treffer mit toxischen Attacken gegen die Einheit des angreifenden Modells im gleichen Initiativeschritt bevor Verluste entfernt wurden. R&F Modelle mit Kult von Errahman können nicht mit Modellen ohne Kult von Errahman eine Einheit bilden.
                   
                 | 
              
                Cult of Errahman
                
                 
                    Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
                   
                 | 
              
                Culto de Errahmán
                
                 
                    Cada vez que en un Ataque Cuerpo a Cuerpo enemigo, asignado contra una miniatura con Culto de Errahmán, se obtenga un resultado natural de '1' para impactar, la parte de miniatura inflige 1 impacto con Ataques Tóxicos contra la unidad de la miniatura atacante durante el mismo Paso de Iniciativa, antes de retirar ninguna baja. A las miniaturas de Tropa con Culto de Errahmán no se les pueden unir miniaturas sin Culto de Errahmán.
                   
                 | 
              
                Cult of Errahman
                
                 
                    Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
                   
                 | 
              
                Cult of Errahman
                
                 
                    Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
                   
                 | 
              
                Культ Эррахмана
                
                 
                    Если при вражеском Атаке ближнего боя, направленной на модель с этим правилом, выпадает немодифицированная '1' на попадание, эта часть модели наносит 1 попадание с правилом [b]Токсические атаки[/b] отряду атаковавшей модели на том же Шаге инициативы до удаления любых потерь. К рядовым моделям с этим правилом могут присоединяться только модели с тем же правилом.
                   
                 | 
      
| 
          Stubborn
          
           
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             
           | 
              
                Tenace
                
                 
                    Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un  Test de moral  ou un Test de discipline pour faire une  Reformation de combat .
                   
                 | 
              
                Unnachgiebig
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Tozudo
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Determinato
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Упорный
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
      
| 
          Exclusive
          
           | 
              
                Exclusif
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusivo
                
                 | 
              
                Esclusivo
                
                 | 
              
                Exclusive
                
                 | 
              
                Предпочтение
                
                 | 
      
| 
          Fear no Evil
          
           
              While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains [b]Unbreakable[/b] and [b]Fearless[/b]. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain [b]Swiftstride[/b].
             
           | 
              
                Je ne crains aucun mal
                
                 
                    En combat, l'unité de la figurine gagne [b]Indémoralisable[/b] et [b]Sans peur[/b] tant qu'elle est [b]Indomptable[/b] et n'est pas [b]Désorganisée[/b]. De plus, l'unité de la figurine gagne [b]Course rapide[/b] pour ses Mouvements de charge et de Poursuite tant qu'elle est rejointe par au moins un Prêtre de la multitude.
                   
                 | 
              
                Fürchte kein Übel
                
                 
                    Das Modell erhält [b]Fearless[/b] solange es in der selben Einheit wie ein Schwarmpriester ist.
                   
                 | 
              
                Fear no Evil
                
                 
                    While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains [b]Unbreakable[/b] and [b]Fearless[/b]. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain [b]Swiftstride[/b].
                   
                 | 
              
                No Temer Mal Alguno
                
                 
                    Mientras la unidad de la miniatura sea Impasible y no esté Apabullada, obtiene [b]Indesmoralizable[/b] y [b]Coraje[/b]. Además, mientras esté unida a uno o más Personajes con Culto de Errahmán, los Movimientos de Carga y los Movimientos de Persecución de las miniaturas en la unidad obtienen [b]Zancada Veloz[/b].
                   
                 | 
              
                Fear no Evil
                
                 
                    While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains [b]Unbreakable[/b] and [b]Fearless[/b]. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain [b]Swiftstride[/b].
                   
                 | 
              
                Fear no Evil
                
                 
                    While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains [b]Unbreakable[/b] and [b]Fearless[/b]. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain [b]Swiftstride[/b].
                   
                 | 
              
                Не убоюсь я Зла
                
                 
                    Если отряд модели [b]непреклонный[/b] и не страдает от [b]Разгромленных рядов[/b], он получает правило [b]Непоколебимость[/b]. Кроме того, пока Крысиный жрец присоединен к отряду, модель получает правило [b]Бесстрашие[/b].
                   
                 | 
      
| 
          Regeneration
          
           
              Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
             
           | 
              
                Fortitude
                
                 
                    La Fortitude est une  Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des  Attaques enflammées ,
ni des attaques avec la règle  Coup fatal  pour lesquelles un ‘6’ a été obtenu pour blesser.
                   
                 | 
              
                Zähigkeit
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Regeneration
                
                 
                    Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
                   
                 | 
              
                Fortaleza
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Tempra
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Regeneration
                
                 
                    Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
                   
                 | 
              
                Живучесть
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
      
| 
          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
           | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
      
| 
          Hatred
          
           
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             
           | 
              
                Haine
                
                 
                    Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
                   
                 | 
              
                Hass
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Ненависть
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
      
| 
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
              
                Tirailleur
                
                 
                    Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
                   
                 | 
              
                Plänkler
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Hostigadores
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Schermagliatore
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Рассыпной строй
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
      
| 
          Unstable
          
           | 
              
                Instable
                
                 
                    Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de  Test de moral  lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
                   
                 | 
              
                Instabil
                
                 | 
              
                Unstable
                
                 | 
              
                Inestable
                
                 | 
              
                Instabile
                
                 | 
              
                Unstable
                
                 | 
              
                Нестабильность
                
                 | 
      
| 
          War Machine
          
           
              The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
             
           | 
              
                Machine de guerre
                
                 
                    La figurine ne peut pas effectuer de Marche forcée, déclarer de charge ou choisir « Fuir » en Réaction à une charge.
La figurine ne peut effectuer de Poursuite (ce qui ne l’empêche pas de pouvoir être affectée par la règle  Mouvement aléatoire ). Les Personnages ne peuvent jamais rejoindre une unité avec Machine de guerre. Un Personnage avec Machine de guerre ne peut rejoindre aucune unité.
Si une Machine de guerre rate un  Test de panique , elle ne fuit pas, mais est  Ébranlée  jusqu’à la fin du prochain Tour de joueur. Une Machine de guerre qui rate un  Test de moral  est automatiquement détruite. Les Machines de guerre sur socle rond et les unités engagées au combat contre elles ne peuvent pas effectuer de  Reformation de combat .
Quand une unité charge une Machine de guerre sur socle rond, son front peut être amené au contact de n’importe quel point de son socle (elle doit maximiser le nombre de figurines en contact). Aucun mouvement d’alignement n’est autorisé. Voir la figure  4  page  12 )
Lorsqu’une unité  Démoralisée  fuit dans la direction opposée à une Machine de guerre sur socle rond, cette unité effectue toujours un Pivot de 180° de sorte à ce que son dos soit en contact avec le socle de la Machine de guerre.
Pour le reste, suivez les règles normales de démoralisation et de fuite d’un combat.
                   
                 | 
              
                Kriegsmaschine
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
              
                War Machine
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
              
                Máquina de Guerra
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
              
                Macchina da Guerra
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
              
                War Machine
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
              
                Боевая машина
                
                 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   
                 | 
      
| 
          War Platform
          
           
              Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
             
           | 
              
                Plateforme de guerre
                
                 
                    À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle  Personnage , avec les exceptions suivantes :
• Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées).
• Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité).
• Elle ne peut ni provoquer ni relever de  Duel , ni utiliser la règle  Faites place .
• Elle peut faire appel à la règle  Mêlée tourbillonnante .
• Elle ne compte pas en tant que Personnage en ce qui concerne les règles  Blessures multiples  et  Garde du corps  (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps).
La figurine peut rejoindre des unités même si elle a la règle  Présence imposante , et avoir la règle  Char  ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle  Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la  Plateforme de guerre  peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
                   
                 | 
              
                Kriegsplattform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                War Platform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Plataforma de Guerra
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Piattaforma di Guerra
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                War Platform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Боевая платформа
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
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| 
          Life is Cheap
          
           
              When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
             
           | 
              
                La vie ne vaut rien
                
                 
                    Lors du calcul du Résultat du combat, les Points de vie perdus par les figurines avec cette règle ne comptent qu'à moitié (arrondis à l'entier supérieur). Le bonus au Résultat de combat de Carnagequot; n'est pas concerné par cette règle.
                   
                 | 
              
                Leben ist wertlos
                
                 
                    Halbiere die Anzahl von Lebenspunktverlusten von Modellen mit Leben ist wertlos für das Ermitteln des Kampfergebnis. Brüche werden aufgerundet. Dies gilt allerdings nicht für Boni aufs Kampfergebnis von Overkill.
                   
                 | 
              
                Life is Cheap
                
                 
                    When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
                   
                 | 
              
                La Vida no Vale Nada
                
                 
                    A la hora de calcular el Resultado del Combate, divide a la mitad la pérdida de Puntos de Vida de miniaturas con La Vida no Vale Nada, redondeando fracciones hacia arriba. Esto no incluye bonificadores al Resultado del Combate debido a Acobardamiento.
                   
                 | 
              
                Life is Cheap
                
                 
                    When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
                   
                 | 
              
                Life is Cheap
                
                 
                    When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
                   
                 | 
              
                Жизнь ничтожна
                
                 
                    При определении Результата боя потери Очков здоровья моделей с этим правилом делятся пополам (с округлением вверх). Это не распространяется на бонус к Результату боя, полученный от правила [b]Лютая смерть[/b].
                   
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| 
          Spear
          
           | 
              
                Lance
                
                 
                    Les attaques portées avec une Lance gagnent  Combat sur un rang supplémentaire et +1 en Pénétration d’armure.
Les Attaques de corps à corps portées par une Lance gagnent +2 en Agilité et un +1 additionnel en Pénétration d’armure durant la première Manche d’un combat où l’unité de la figurine qui porte la Lance n’est pas en charge et n’est engagée ni de flanc, ni de dos.
Seules les figurines d’Infanterie peuvent utiliser une Lance.
                   
                 | 
              
                Speer
                
                 | 
              
                Spear
                
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                Lanza
                
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                Picca
                
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                Spear
                
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                Копье
                
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| 
          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
              
                Troupe légère
                
                 
                    Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et  Marches forcées  :
• L’unité peut effectuer un nombre illimité de  Reformations  à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne  Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0  Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
                   
                 | 
              
                Leichte Truppen
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
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                Tropas Ligeras
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
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                Truppe Leggere
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
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                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
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                Легкие войска
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
      
| 
          Martyrdom
          
           
              When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
             
           | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
                 | 
              
                Martyrdom
                
                 
                    When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model’s initial Health Points in a Martyr Pool. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.
                   
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| 
          Mount
          
           | 
              
                Mount
                
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                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
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                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
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| 
          Random Movement
          
           
              The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
             
           | 
              
                Mouvement aléatoire
                
                 
                    À la fin de l’étape 2 de la  Séquence de la Phase de mouvement  (directement après le Ralliement des troupes en fuite),
une unité avec Mouvement aléatoire (X) et qui n’est pas en fuite doit effectuer un  Mouvement de poursuite , avec les exceptions suivantes (lesquelles, sauf indication contraire, ne s’appliquent que pendant la Phase de mouvement) :
• Elle se déplace toujours de la distance indiquée entre parenthèses (X), qui est également utilisée pour déterminer ses Distances de fuite et de poursuite (y compris en cas de  Charge irrésistible ).
• Elle peut choisir librement la direction vers laquelle pivoter avant de lancer les dés de la Distance de poursuite.
• Elle ne peut pas sortir du champ de bataille par un bord de table en utilisant Poursuivre hors de table (mais une partie de son rectangle limite peut chevaucher le bord de table tant qu’il ne s’agit pas de son front).
• Elle ne doit pas effectuer de  Test de terrain dangereux , sauf lorsqu’elle charge.
Plusieurs restrictions s’appliquent à la règle Mouvement aléatoire :
• Une unité avec Mouvement aléatoire ne peut pas déclarer de charge pendant la Phase de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple, etc.). Si vous avez besoin de connaître sa valeur de Marche forcée (par exemple pour déterminer la distance maximale pouvant être parcourue par ses figurines lors d’une  Reformation post-combat ), utilisez la valeur maximale potentielle de X en tant que valeur de Marche forcée (12″ pour une valeur de « 2D6″ », par exemple).
• Une unité avec Mouvement aléatoire ne peut pas effectuer de  Mouvement magique .
• Une unité avec Mouvement aléatoire perd la règle  Course rapide  si elle l’avait, et ne peut jamais gagner cette règle (la valeur X peut tout de même être affectée par d’autres sources donnant les règles  Jet maximisé  ou  Jet minimisé ).
• Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre la moindre unité. De même, une unité avec cette règle ne peut être rejointe par aucun Personnage. Remarque : un Personnage faisant partie d’une unité combinée au moment où cette unité gagne Mouvement aléatoire gagnera cette règle aussi, étant donné qu’il fait déjà partie de cette unité.
• Si l’unité a plusieurs instances de la règle Mouvement aléatoire , utilisez uniquement celle dont la valeur moyenne est la plus basse (en cas d’égalité, choisissez laquelle vous désirez utiliser).
                   
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                Zufällige Bewegung
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
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                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
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                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
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                Movimento Casuale
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Случайное движение
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
      
| 
          Plague Flail
          
           
              Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
             
           | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
              
                Plague Flail
                
                 
                    Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
                   
                 | 
      
| 
          Rabid Spasms
          
           
              Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
             
           | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
              
                Rabid Spasms
                
                 
                    Attack Attribute – Close Combat.
Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.
                   
                 | 
      
| 
          Rally Around the Flag
          
           
              All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
             
           | 
              
                Ralliement au drapeau
                
                 
                    La figurine possédant cette règle, si elle n’est pas en fuite, donne à toutes les unités alliées à 12″ ou moins, même celles en fuite, la capacité de relancer leurs  Tests de discipline  ratés si elles le souhaitent.
                   
                 | 
              
                Um die Flagge Sammeln
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Reagruparse en Torno a la Bandera
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Raccogliersi Sotto lo Stendardo
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Ни шагу назад!
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
      
| 
          Virulent Fumes
          
           
              Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
             
           | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
              
                Virulent Fumes
                
                 
                    Universal Rule.
Infantry models in friendly units within 6″ of the model gain Fortitude (+1, max. 4+).
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Destiny's Call
          
           
              Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
             
           | 
              
                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
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
      
| 
          Arcane Volcanist
          
           
              Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
             
           | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
             
           | 
              
                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
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and 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
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
           | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
      
| 
          Binding Scroll
          
           
              May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
                
                 
                    May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
                
                 
                    May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
                
                 
                    May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
                
                 
                    May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
                
                 
                    May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
             
           | 
              
                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 knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                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 knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
      
| 
          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).
                   
                 | 
      
| 
          Crucible Of Contagion
          
           | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
              
                Crucible Of Contagion
                
                 | 
      
| 
          Curse Of Lycanthropy
          
           
              One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
             
           | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
      
| 
          Dragon’s Brew
          
           
              Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
             
           | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
      
| 
          Giant Slayer
          
           
              Crush Attack. This Crush Attack always hits on 4+.
             
           | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
      
| 
          Innovative Leader
          
           
              An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
             
           | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
      
| 
          King Slayer
          
           
              Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
             
           | 
              
                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
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                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
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
      
| 
          Vorpal Binding
          
           
              Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
             
           | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                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.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
      
| 
          Mimic Cloak
          
           
              Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
             
           | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
      
| 
          Orator’s Toga
          
           
              The bearer gains Stand Behind and cannot issue Duels.
             
           | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
              
                Orator’s Toga
                
                 
                    The bearer gains Stand Behind and cannot issue Duels.
                   
                 | 
      
| 
          Pestilential Wrath
          
           
              Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
             
           | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
              
                Pestilential Wrath
                
                 
                    Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
                   
                 | 
      
| 
          Plague Prophet’s Blessing
          
           
              The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
             
           | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
              
                Plague Prophet’s Blessing
                
                 
                    The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              +3 Agi.
             
           | 
              
                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
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                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
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
      
| 
          Putrid Pamphlet
          
           
              The bearer’s unit must reroll natural to-hit rolls of ‘1’
             
           | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
              
                Putrid Pamphlet
                
                 
                    The bearer’s unit must reroll natural to-hit rolls of ‘1’
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
      
| 
          Touch of Greatness
          
           
              +1 Str and +1 AP.
             
           | 
              
                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
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                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
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
      
| 
          Toxic Incense
          
           
              While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
             
           | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
              
                Toxic Incense
                
                 
                    While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
                   
                 | 
      
| 
          Troll Tonic
          
           
              Fortitude (5+).
             
           | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
              
                Troll Tonic
                
                 
                    Fortitude (5+).
                   
                 | 
      
| 
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
      
| 
          Warding of Unity
          
           
              Attached and Resistance (Melee Attacks).
             
           | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
      
| 
          Wild Warding
          
           
              +3 Arm. The Armour Value can never be improved beyond 5.
             
           | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
      
| 
          Banner Of Recruitment
          
           
              The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
             
           | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
      
| 
          Eye Of Errahman
          
           
              The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
             
           | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
              
                Eye Of Errahman
                
                 
                    The bearer and R&F models in the bearer’s unit gain Battle Focus. In addition, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step.
This is considered a Special Attack.
                   
                 | 
      
| 
          Flaming Standard
          
           
              The bearer’s unit gains Flaming Attacks (Melee & Shooting).
             
           | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
      
| 
          Martyr’s Shroud
          
           
              R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
             
           | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
              
                Martyr’s Shroud
                
                 
                    R&F models with Cult of Errahman in the bearer’s unit gain Fortitude (6+).
                   
                 | 
      
| 
          Sheltering Standard
          
           
              Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
             
           | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
      
| 
          Stalker’s Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 |