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 la figurine avec cette règle subissent une pénalité de -1 pour toucher.
Cette pénalité ne peut pas être combinée avec 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
          
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                Ægide
                
                 
                    Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines doivent être relancés.
Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure.
– Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure.
– Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)).
Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
                   
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                Rettungswurf
                
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                Aegis
                
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                Égida
                
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                Egida
                
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                Aegis
                
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                Эгида
                
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          Underground Ambush
          
           
              The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
             
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                Embuscade souterraine
                
                 
                    La figurine suit les règles d'Embuscade avec les exceptions suivantes : au lieu d'entrer sur le Champ de bataille depuis un bord de table, placez l'unité dans une formation autorisée n'importe où sur le Champ de bataille en suivant la Règle du pouce d'écart. Puis lancez 1D6 :
- sur 5-6 , l'unité arrive à l'endroit où elle a été placée.
- sur 1-4, déplacez l'unité (sans modifier son Orientation) de 2D6" dans une direction aléatoire. Si cela amène l'unité à 1" ou moins d'une autre unité, d'un Terrain infranchissable ou du bord de table, celle-ci stoppe son mouvement à 1" et chaque figurine de l'unité doit effectuer un Test de terrain dangereux (1). Puis l'unité peut effectuer un Pivot (elle doit suivre la Règle du pouce d'écart à la fin du Pivot).
La Figurine embusquée peut terminer sa Phase de mouvement plus loin que sa distance de Pas cadencé par rapport au bord de table.
                   
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                Underground Ambush
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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                Underground Ambush
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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                Underground Ambush
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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                Agguato sotterraneo
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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                Underground Ambush
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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                Underground Ambush
                
                 
                    The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
                   
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          Halberd
          
           
              Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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                Hallebarde
                
                 
                    Les attaques portées par une Hallebarde ont +1 en Force et +1 en Pénétration d'armure. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
                   
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                Hellebarde
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Halberd
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Alabarda
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Alabarda
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Halberd
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Алебарда
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
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                Harnaché
                
                 
                    Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
                   
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                Angeschirrt
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Contenidos
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Imbrigliato
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Ездовой
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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          Fear
          
           
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             
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                Peur
                
                 
                    Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle 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 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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          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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          Aspen Bow
          
           
              Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
             
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                Arc Aspic
                
                 
                    Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
Cette arme touche toujours sur un jet égal ou supérieur à sa Précision.
                   
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                Aspen Bow
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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                Aspen Bow
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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                Aspen Bow
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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                Arco dell'aspide
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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                Aspen Bow
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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                Aspen Bow
                
                 
                    Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
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          Sacred Ark
          
           
              Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
             
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                Arche sacrée
                
                 
                    Règle universelle : Tous les Magiciens alliés à 12" ou moins de l'Arche des âges ajoutent +6" à la Portée de leur sorts (pas les Sorts liés). Les Sorts de Type Aura ajoutent seulement +3" à leur Portée.
De plus, vous gagnez la carte Puits des âmes. Usage unique. Peut être activée au début de votre Phase de magie. A lieu de piocher une Carte de flux de votre réserve, vous piochez la Carte de flux Puits des âmes. De plus, au lieu de piocher une Carte de flux de sa réserve, votre opposant devra piocher la Carte de flux Puits des âmes lors de sa prochaine Phase de magie. Après quoi, défaussez la Carte de flux Puits des âmes (même si votre adversaire ne l'a pas piochée).
Puits des âmes :
5 Dés de magie (pour les 2 joueurs)
5 Marqueurs “Voile" (Joueur actif)
Pour les Tentatives de lancement à 3 Dés de magie ou plus, tous les doubles comptent comme un Triple. Pour chaque Tentative, notez qu'un magicien peut subir les effets de plusieurs Fiascos. Cependant, aucun Effet de fiasco ne peut être subi plus d'une fois par Tentative.
                   
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                Sacred Ark
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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                Sacred Ark
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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                Sacred Ark
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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                Arca sacra
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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                Sacred Ark
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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                Sacred Ark
                
                 
                    Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                   
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir la règle « Parade ».
                   
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                Handwaffe
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma de Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma a Una Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Одноручное оружие
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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| 
          Light Armour
          
           
              Armor +1
             
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                Armure légère
                
                 
                    Armure +1
                   
                 | 
              
                Leichte Rüstung
                
                 
                    Armor +1
                   
                 | 
              
                Light Armour
                
                 
                    Armor +1
                   
                 | 
              
                Armadura Ligera
                
                 
                    Armor +1
                   
                 | 
              
                Armatura Leggera
                
                 
                    armatura +1
                   
                 | 
              
                Light Armour
                
                 
                    Armor +1
                   
                 | 
              
                Легкий доспех
                
                 
                    Armor +1
                   
                 | 
      
| 
          Heavy Armour
          
           
              +2 Armor
             
           | 
              
                Armure lourde
                
                 
                    +2 Armure
                   
                 | 
              
                Schwere Rüstung
                
                 
                    +2 Armor
                   
                 | 
              
                Heavy Armour
                
                 
                    +2 Armor
                   
                 | 
              
                Armadura Pesada
                
                 
                    +2 Armor
                   
                 | 
              
                Armatura Pesante
                
                 
                    armatura +2
                   
                 | 
              
                Heavy Armour
                
                 
                    +2 Armor
                   
                 | 
              
                Тяжелый доспех
                
                 
                    +2 Armor
                   
                 | 
      
| 
          Breath Attack
          
           | 
              
                Attaque de souffle
                
                 
                    L'élément de figurine ne peut utiliser cette attaque qu'une fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu'une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir soit comme une Attaque de mêlée.
• Comme une Attaque de tir, normalement pendant la Phase de tir. Choisissez une cible en utilisant les règles normales des Attaques de tir. Elle peut être utilisée même si la figurine a effectué une Marche forcée pendant ce tour, et peut servir à Tenir la position et tirer en réponse à une charge. L'attaque a une portée de 6″.
• Comme une Attaque de mêlée, normalement pendant la Phase de mêlée. L'attaque est portée à l'Agilité de l'élément de figurine. Déclarez que vous utilisez l'Attaque de souffle quand vous allouez les attaques et désignez une unité en contact socle à socle à attaquer.
L'Attaque de souffle, que ce soit comme Attaque de tir ou de mêlée, inflige 2D6 touches automatiques à sa cible. La Force, la Pénétration d'armure et les Attributs d'attaque éventuels de ces touches sont données entre parenthèses, comme dans « Attaque de souffle (Force 4, Pénétration d'armure 1, Attaques enflammées) ». Quand plusieurs éléments de figurine de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément.
                   
                 | 
              
                Atemattacke
                
                 | 
              
                Breath Attack
                
                 | 
              
                Ataque de Aliento
                
                 | 
              
                Attacco a Soffio
                
                 | 
              
                Breath Attack
                
                 | 
              
                Дыхательная атака
                
                 | 
      
| 
          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.
             
           | 
              
                Attaque empoisonnée
                
                 
                    Attaques & Armes, Mêlée, 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 blesse automatiquement si le premier jet pour toucher a donné un résultat naturel de '6'. Notez que le second jet pour toucher doit toujours réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec la règle Attaque de zone, Attaque pénétrante ou Ardeur guerrière par exemple), seule une touche au choix de l'attaquant blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Magical Attacks
          
           
              The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
             
           | 
              
                Attaque magique
                
                 
                    Attaques & Armes, Mêlée, Tir
Les attaques avec cette règle n'ont habituellement pas d'effet particulier, mais il existe des interactions avec d'autres règles comme D'outre-monde. Un élément de figurine avec cette règle l'applique aussi à toutes ses Attaques spéciales, comme le Piétinement, les Touches d'impact ou l'Attaque de souffle.
                   
                 | 
              
                Magische Attacken
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Magical Attacks
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Ataques Mágicos
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Attacchi Magici
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Magical Attacks
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Магические атаки
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
      
| 
          Grind Attacks
          
           
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             
           | 
              
                Attaque de broyage
                
                 
                    Un élément de figurine avec « Attaques de broyage » porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie
en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X).
Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine.
Si une figurine dispose d’« Attaques de broyage » et de Touches d’impact
, elle ne peut utiliser qu’une seule de ces deux
règles au choix lors d’une même Manche de combat. Quand plusieurs éléments de figurine de la même unité utilisent
cette règle, et si X est un nombre aléatoire (par exemple, « Attaques de broyage (2D3) »), déterminez séparément le
nombre de touches de chacune de ces « Attaques de broyage »
                   
                 | 
              
                Zermahlen
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Ataques Pulverizadores
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Attacchi Stritolanti
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Пере- малывающая атака
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
                 | 
      
| 
          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.
             
           | 
              
                Touches d'impact
                
                 
                    Au palier d'initiative 10, un élément de figurine avec cette règle doit choisir une unité ennemie en contact socle à socle 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 d'Attaques de broyage et de Touches d'impact, elle ne peut utiliser qu'une des deux règles au choix lors d'une même Manche de combat (le choix revient au joueur contrôlant la figurine). Seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d'une figurine combinée peuvent utiliser ses Touches d'impact. Quand plusieurs figurines d'une même unité utilisent cette règle, et si X est un nombre aléatoire (Touches d'impact (1D6) par exemple), déterminez le nombre de touches de chaque instance de la règle séparément.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Legion Charioteers
          
           
              Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
             
           | 
              
                Auriges de la légion
                
                 
                    Règle universelle : La figurine perd Troupe légère et gagne Capture. Ses Auriges gagnent Charge dévastatrice (+1 Fo, Combat sur un rang supplémentaire).
                   
                 | 
              
                Legion Charioteers
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
              
                Legion Charioteers
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
              
                Legion Charioteers
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
              
                Aurighi della legione
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
              
                Legion Charioteers
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
              
                Legion Charioteers
                
                 
                    Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).
                   
                 | 
      
| 
          Autonomous
          
           
              ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
             
           | 
              
                Autonomes
                
                 
                    Les unités de Morts-vivants entièrement constituées de figurines avec la règle Autonomes peuvent effectuer des Marches forcées même si elles sont hors de portée d'une figurine alliée avec la règle Présence impérieuse. L'unité doit quand même réussir un Test de discipline si elle se trouve à 8" ou moins d'une unité ennemie qui n'est pas en fuite.
                   
                 | 
              
                Autonomous
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                   
                 | 
              
                Autonomous
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                   
                 | 
              
                Autonomous
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                   
                 | 
              
                Autonomo
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                   
                 | 
              
                Autonomous
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                   
                 | 
              
                Autonomous
                
                 
                    ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy 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.
             
           | 
              
                Avant-garde
                
                 
                    Après le Déploiement (y-compris des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″.
Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc.
La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité.
Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement.
Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur.
Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier.
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 de se déployer en dernier.
Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Scales of Destiny
          
           
              Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
             
           | 
              
                Balance du destin
                
                 
                    Arme de corps à corps
Le porteur subit -1 en Valeur d'attaque.
La figurine connaît 2 Sorts liés :
- Jugement du destin de la Divination, Niveau de pouvoir (4/8)
- De glace et de feu de la Cosmologie, Niveau de pouvoir (4/8)
                   
                 | 
              
                Scales of Destiny
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
              
                Scales of Destiny
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
              
                Scales of Destiny
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
              
                Bilancia del destino
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
              
                Scales of Destiny
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
              
                Scales of Destiny
                
                 
                    Melee Weapon. 
The wielder suffers -1 Attack Value. 
The model has two Bound Spells:
- Touch the Heart from Cosmology,
	Power Level (4/8)
- Ice and Fire from Cosmology, 
	Power Level (4/8)
                   
                 | 
      
| 
          Hard Target
          
           | 
              
                Cible difficile
                
                 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher.
Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
                   
                 | 
              
                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
                
                 
                    Attaques & Armes, Tir
Une attaque avec cette règle ne peut pas être utilisée si la figurine attaquante a effectué un Mouvement simple, une Marche forcée, une Reformation ou un Pivot pendant le Tour de joueur actuel.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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 qui contient au moins une figurine avec cette règle 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.
                   
                 | 
      
| 
          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
           | 
              
                Bouclier
                
                 
                    +1 Armure
                   
                 | 
              
                Schild
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Escudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Scudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Щит
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
      
| 
          Bound in Death
          
           
              Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
             
           | 
              
                Liés dans la mort
                
                 
                    Règle universelle : Le nombre de Figurines ordinaires de cette unité doit être inférieur à 3 avant de pouvoir distribuer les touches sur les Personnages de même Type et de même Taille que cette unité.
                   
                 | 
              
                Bound in Death
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
              
                Bound in Death
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
              
                Bound in Death
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
              
                Uniti nella morte
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
              
                Bound in Death
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
              
                Bound in Death
                
                 
                    Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                   
                 | 
      
| 
          Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
          
           
              18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
             
           | 
              
                Sorts liés : Jugement du destin de la Divination, Niveau de pouvoir (4/8)
                
                 
                    18″ Malédiction Projectile Dégâts Immédiat
La cible subit <1D3> {1D6} touches avec la règle Attaques magiques, qui blessent automatiquement et contre lesquelles aucune Sauvegarde spéciale n’est permise (les Sauvegardes d’armure restent permises).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
              
                Bound Spells: Fate's Judgment from Divination, Power Level (4/8)
                
                 
                    18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).
                   
                 | 
      
| 
          Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
          
           
              range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
             
           | 
              
                Sorts liés: De glace et de feu de la Cosmologie, Niveau de pouvoir (4/8)
                
                 
                    portée 24+
cosmos
Malédiction, Projectile, Dégâts Immédiat
La cible subit 2D6 touches avec Force 4, Pénétration d’armure 0 et la règle Attaques magiques. Les Sauvegardes spéciales réussies contre les blessures causées par ce sort doivent être relancées.
chaos
Malédiction, Projectile, Dégâts Immédiat
La cible subit 2D6 touches avec Force 4 et Pénétration d’armure 0. Les Sauvegardes d’armure réussies contre les blessures causées par ce sort doivent être relancées.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
              
                Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)
                
                 
                    range 24+ 
Cosmos 
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.
Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.
                   
                 | 
      
| 
          Flammable
          
           | 
              
                Inflammable
                
                 
                    Les jets pour blesser ratés des attaques avec l'Attribut d'attaque Attaques enflammées dirigées contre la figurine Inflammable doivent être relancés.
                   
                 | 
              
                Brennbar
                
                 | 
              
                Flammable
                
                 | 
              
                Inflamable
                
                 | 
              
                Infiammabile
                
                 | 
              
                Flammable
                
                 | 
              
                Горючий
                
                 | 
      
| 
          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 Marqueur “Voile" à la réserve de Marqueurs “Voile".
Cette règle universelle est cumulative, ajoutant X Marqueurs “Voile" à chaque instance de Canalisation de la figurine à sa réserve de Marqueurs “Voile" (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.
Toute armée se doit d'avoir quelques 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'un 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'à la fin du Tour de joueur.
                   
                 | 
              
                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
                
                 
                    Attaques & Armes, Mêlée
Si un élément de figurine ayant cette règle charge (ou s'il utilise une arme avec cette règle), alors il gagne la Règle de figurine et les modificateurs de Caractéristique précisés entre parenthèses. Par exemple, une figurine en charge avec Charge dévastatrice (+1 Force, Attaques empoisonnées) gagne +1 en Force et des Attaques empoisonnées lors de sa charge. Cette règle est cumulative : une figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d'attaques 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.
                   
                 | 
      
| 
          Charnel Catapult
          
           
              Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
             
           | 
              
                Catapulte d'ossements
                
                 
                    Arme d'artillerie :
Cette arme d'artillerie frappe toujours sur un résultat égal ou supérieur à son objectif.
Cette arme peut tirer de deux manières :
- Arme d'Artillerie de type Catapulte (4) :
Portée 12-60", Tir 1, Fo 3 [7], PA 0[4], [Blessures multiples (D3, Ailes mutilées)].
Cette arme touche toujours sur un jet égal ou supérieur à sa Précision.
- Arme d'Artillerie de type Catapulte (6) :
Portée 12-48", Tir 1, Fo 3, PA 0, Attaques enflammées, Attaques magiques.
Une unité qui subit au moins une perte causée par cette arme doit subir un Test de panique comme si elle avait subi au moins 25% de pertes. Ce test est fait avec un malus de -1 en Discipline.
                   
                 | 
              
                Charnel Catapult
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
              
                Charnel Catapult
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
              
                Charnel Catapult
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
              
                Catapulta ossario
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
              
                Charnel Catapult
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
              
                Charnel Catapult
                
                 
                    Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                   
                 | 
      
| 
          Chariot Host
          
           
              Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
             
           | 
              
                Cohorte de chars
                
                 
                    Attaque spéciale : Les Touches d'impact d'un élément de figurine avec cette règle font une touche supplémentaire (1D3+2 au lieu de 1D3+1 habituellement) si son unité possède au moins un Rang complet, et si une figurine de la même unité se trouve directement derrière cet élément de figurine (dans la même colonne) .
                   
                 | 
              
                Chariot Host
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
              
                Chariot Host
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
              
                Chariot Host
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
              
                Schiere di carri
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
              
                Chariot Host
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
              
                Chariot Host
                
                 
                    Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                   
                 | 
      
| 
          Chitinous Tide
          
           
              Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
             
           | 
              
                Marée chitineuse
                
                 
                    Attribut d'attaque - Mêlée : La figurine peut effectuer un nombre d'Attaques de soutien égal à sa Valeur d'Attaque.
                   
                 | 
              
                Chitinous Tide
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
              
                Chitinous Tide
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
              
                Chitinous Tide
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
              
                Onda chitinosa
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
              
                Chitinous Tide
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
              
                Chitinous Tide
                
                 
                    Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                   
                 | 
      
| 
          Guardian's Wrath
          
           
              Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
             
           | 
              
                Colère des gardiens
                
                 
                    Attribut d'attaque - Mêlée : La figurine et tous les Éléments de figurine de son unité, exceptés les Éléments de figurine Harnaché, gagnent Ardeur guerrière.
                   
                 | 
              
                Guardian's Wrath
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
              
                Guardian's Wrath
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
              
                Guardian's Wrath
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
              
                Ira del custode
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
              
                Guardian's Wrath
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
              
                Guardian's Wrath
                
                 
                    Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                   
                 | 
      
| 
          Colossal Kopesh
          
           
              Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
             
           | 
              
                Kopesh colossal
                
                 
                    Arme de mêlée.
Les attaques effectuées avec cette arme gagnent +2 Force, +2 Pénétration d'armure et Blessures multiples (D3, Présence
imposante).
                   
                 | 
              
                Colossal Kopesh
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
              
                Colossal Kopesh
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
              
                Colossal Kopesh
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
              
                Kopesh colossale
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
              
                Colossal Kopesh
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
              
                Colossal Kopesh
                
                 
                    Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
                   
                 | 
      
| 
          Lethal Strike
          
           
              If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
             
           | 
              
                Coup fatal
                
                 
                    Attaques & Armes, Mélée : Si une attaque avec cette règle blesse avec un jet pour blesser naturel à 6+, alors sa Pénétration d'armure est fixée à 10 et ignore les Sauvegardes de régénération.
                   
                 | 
              
                Todesstoß
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Lethal Strike
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Golpe Letal
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Colpo Letale
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Lethal Strike
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Смертельный удар
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
           | 
              
                Course rapide
                
                 
                    Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite.
En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
                   
                 | 
              
                Schnelle Bewegung
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Zancada Veloz
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Falcata Rapida
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Стремительность
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
      
| 
          Dust to Dust
          
           
              At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
             
           | 
              
                De la poussière à la poussière
                
                 
                    À la fin de n'importe quelle phase durant laquelle le Hiérophante est retiré comme perte, toute unité de l'armée avec la règle De la poussière à la poussière doit passer un Test de discipline. Si le test échoue, l'unité subit un nombre de blessures équivalent à la différence entre le résultat obtenu et la valeur de Discipline du test, sans sauvegarde d'aucune sorte possible. Ces blessures sont distribuées comme pour la règle Instable. Le montant de blessures est réduit de un si l'unité est à portée de la règle Ralliement au drapeau.
À la fin du Tour de joueur suivant durant lequel le Hiérophante a été retiré comme perte, un nouveau Hiérophante peut être choisi. Pour ce faire, vous devez nommer un autre Personnage Magicien allié. Ce Personnage devient le nouveau Hiérophante.
Au début de chacun de vos Tours de joueur sans nouveau Hiérophante, toute unité avec la règle De la poussière à la poussière doit faire un nouveau Test de discipline, et subir des blessures comme décrit ci-dessus.
                   
                 | 
              
                Dust to Dust
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
              
                Dust to Dust
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
              
                Dust to Dust
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
              
                Polvere alla polvere
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
              
                Dust to Dust
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
              
                Dust to Dust
                
                 
                    At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                   
                 | 
      
| 
          Divine Light
          
           
              Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
             
           | 
              
                Lumière divine
                
                 
                    Règle universelle : Les Magiciens ennemis situés à 36" ou moins d'au moins un Sarcophage de Phatep subissent un malus de -1 sur leurs jets de lancement de sort. Lorsqu'un Sarcophage de Phatep est retiré comme perte, toutes les unités à 12" ou moins subissent 3D3+3 touches de Force 1 et Pénétration d'armure 10.
                   
                 | 
              
                Divine Light
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
              
                Divine Light
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
              
                Divine Light
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
              
                Luce divina
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
              
                Divine Light
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
              
                Divine Light
                
                 
                    Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                   
                 | 
      
| 
          Scout
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             
           | 
              
                Éclaireur
                
                 
                    À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Éclaireur doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement.
Déployez l'armée normalement sauf les unités désignées.
Ces dernières sont déployées une fois que toutes les autres, dans les deux camps, ont été déployées.
Elles peuvent êtres placées dans votre zone de déploiement en suivant les règles normales, ou n'importe où ailleurs à condition qu'elles soient au moins à 18″ de toute unité ennemie.
Cette limite est réduite à 12″ si l'unité avec la règle Éclaireur est entièrement déployée dans un Bâtiment, une Forêt, des Ruines, un Champ ou des Eaux.
Une unité avec la règle Éclaireur déployée hors de la zone de déploiement de son propriétaire ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier.
Si les deux joueurs désirent utiliser la règle Éclaireur, ils alternent les déploiements, une unité chacun, en commençant par le joueur qui a fini de se déployer en premier.
                   
                 | 
              
                Kundschafter
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Scout
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Exploradores
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Esploratore
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Scout
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Разведчик
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
      
| 
          Ensouled Statue
          
           
              The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
             
           | 
              
                Statue animée
                
                 
                    La figurine gagne Mort-vivant et De la poussière à la poussière . Si plus de la moitié des figurines de l'unité a la règle
Statue animée, réduisez de 1 le nombre de Points de vie perdus par les règles De la poussière à la poussière et Instable à
cette unité.
                   
                 | 
              
                Ensouled Statue
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
              
                Ensouled Statue
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
              
                Ensouled Statue
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
              
                Statua animata
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
              
                Ensouled Statue
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
              
                Ensouled Statue
                
                 
                    The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                   
                 | 
      
| 
          Royal Guard
          
           
              Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
             
           | 
              
                Escorte royale
                
                 
                    Règle universelle : La figurine compte comme une Figurine ordinaire pour la règle Volonté éternelle. S'il se trouve dans la même unité qu'un Pharaon ou qu'un Nomarque, un Héraut des tombes doit lancer ou relever un Duel à moins qu'une autre figurine ne le fasse avant.
                   
                 | 
              
                Royal Guard
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
              
                Royal Guard
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
              
                Royal Guard
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
              
                Guardia reale
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
              
                Royal Guard
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
              
                Royal Guard
                
                 
                    Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                   
                 | 
      
| 
          Eternal Guardian
          
           
              Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
             
           | 
              
                Gardien éternelle
                
                 
                    Protection personnelle. Lorsqu'une figurine avec cette règle subit une blessure provenant d'une attaque avec la règle Blessures multiples, le nombre de blessures (dûes à la règle Blessures multiples) est divisé par 2, arrondi au supérieur.
                   
                 | 
              
                Eternal Guardian
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
              
                Eternal Guardian
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
              
                Eternal Guardian
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
              
                Guardiano per l'eternit
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
              
                Eternal Guardian
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
              
                Eternal Guardian
                
                 
                    Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.
                   
                 | 
      
| 
          Fly
          
           
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             
           | 
              
                Vol
                
                 
                    La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
                   
                 | 
              
                Fliegen
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Fly
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Volar
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Volo
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Fly
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Полет
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
      
| 
          Giant See, Giant Do
          
           
              Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
             
           | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead
                   
                 | 
      
| 
          Great Aspen Bow
          
           
              Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
             
           | 
              
                Grand Arc Aspic
                
                 
                    Portée 36", Tir 1, Fo 5, PA 2, Tir de volée.
Cette arme touche toujours sur un jet égal ou supérieur à sa Précision.
                   
                 | 
              
                Great Aspen Bow
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
              
                Great Aspen Bow
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
              
                Great Aspen Bow
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
              
                Grande arco dell'aspide
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
              
                Great Aspen Bow
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
              
                Great Aspen Bow
                
                 
                    Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                   
                 | 
      
| 
          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.
             
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                Tirailleur
                
                 
                    Une figurine avec la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang).
Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur.
Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité.
On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle 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 Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile.
De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place.
Une unité en formation 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 tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle si possible.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          Inanimate
          
           
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             
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                Inanimé
                
                 
                    Mêlée
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir.
Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
                   
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                Unbelebt
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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                Inanimate
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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                Inanimado
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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                Inanimato
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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                Inanimate
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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                Механизм
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
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          Not a Leader
          
           
              The model cannot be the General.
             
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                Pas un meneur
                
                 
                    La figurine ne peut en aucun cas devenir le Général de l'armée.
                   
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                Kein Anführer
                
                 
                    The model cannot be the General.
                   
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                Not a Leader
                
                 
                    The model cannot be the General.
                   
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                No un Líder
                
                 
                    The model cannot be the General.
                   
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                Non un Capo
                
                 
                    The model cannot be the General.
                   
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                Not a Leader
                
                 
                    The model cannot be the General.
                   
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                Не лидер
                
                 
                    The model cannot be the General.
                   
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          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.
             
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                Machine de guerre
                
                 
                    Les Machines de guerre ne peuvent pas effectuer de Marche Forcée, déclarer des charges, poursuivre ou choisir de fuir en réaction à une charge.
Les Personnages ne peuvent jamais rejoindre une unité avec la règle Machine de guerre.
Un Personnage avec la règle 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 détruite automatiquement.
Les Machines de guerre et les unités Engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat.
Quand une unité charge une Machine de guerre, son front peut être amené au contact de n'importe quel point du socle de la Machine (elle doit maximiser le nombre de figurines au contact socle à socle). Aucun mouvement d'alignement n'est autorisé.
Ignorez l'orientation de la Machine de Guerre (elle n'en a pas puisqu'elle a un socle rond).
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          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.
             
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                Plateforme de guerre
                
                 
                    À moins qu'elle ne soit sélectionnée comme Monture pour un Personnage, une figurine avec Plateforme de guerre gagne les règles Pas un meneur et Personnage, avec les exceptions suivantes :
- Elle ne compte pas dans la catégorie Personnages (pour la création de Listes d'armées).
- Elle ne peut ni lancer ni relever un Duel ou utiliser la règle Faites place.
- Elle peut utiliser la règle Mêlée tourbillonnante.
- Elle ne compte pas en tant que Personnage en ce qui concerne la règle Garde du corps et les Blessures multiples.
La figurine peut rejoindre des unités même si elle a la règle Présence imposante, et avoir Char ne l'empêche pas de joindre des unités sans la règle Char. Lorsqu'elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant peut-être 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 (par exemple en raison de socles incompatibles ou si le premier rang est trop étroit), la figurine ne peut pas rejoindre l'unité. Cela signifie qu'une Plateforme de guerre ne peut jamais rejoindre une unité avec des socles incompatibles et qu'une seule Plateforme de guerre peut être dans la même unité, sauf indication contraire.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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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| 
          Light Lance
          
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                Lance légère
                
                 
                    Les attaques portées par une Lance légère et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+1 Force, +1 Pénétration d'armure).
L'Infanterie ne peut pas utiliser de Lance légère.
                   
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                Light Lance
                
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                Light Lance
                
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                Light Lance
                
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                Lancia leggera
                
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                Light Lance
                
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                Light Lance
                
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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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                Troupe légère
                
                 
                    Une unité entièrement composée de figurines avec cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée.
Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée.
Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart.
Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement.
Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec l'unité.
                   
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                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.
                   
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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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                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.
                   
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          Master of Stone
          
           
              Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
             
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                Maître de la pierre
                
                 
                    Règle universelle : Juste avant la Bataille (étape 7 de la Séquence de la phase de déploiement) et au début de chaque Tour de joueur allié, choisissez une unité alliée entièrement constituée de figurines avec Statue animée à 18" ou moins de l'Architecte des tombes. Cette unité gagne Régénération (5+) jusqu'au début de votre prochain Tour de joueur ou jusqu'à ce que l'Architecte des tombes soit retiré comme perte, si cela se produit avant.
                   
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                Master of Stone
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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                Master of Stone
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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                Master of Stone
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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                Maestro della pietra
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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                Master of Stone
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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                Master of Stone
                
                 
                    Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                   
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          Mummy's Curse
          
           
              When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
             
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                Malédiction de la momie
                
                 
                    Attaques spéciales : Quand une figurine avec la règle Malédiction de la momie est retirée comme perte, la figurine qui a causé la dernière blessure subit 1 touche de Force 6 et de Pénétration d'armure 10. Cette touche est considérée comme une Attaque à distance. Si plusieurs figurines sont impliquées dans cette dernière blessure, déterminez aléatoirement qui est touché.
                   
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                Mummy's Curse
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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                Mummy's Curse
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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                Mummy's Curse
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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                Maledizione della mummia
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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                Mummy's Curse
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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                Mummy's Curse
                
                 
                    When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                   
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          Phatep's Curse
          
           
              Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
             
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                Malédiction de Phatep
                
                 
                    Règle universelle :
 Sort lié de Niveau de pouvoir (6/6) : Type Dégâts, Malédiction, Portée 36". Durée: Immédiat.
 Si le Sarcophage de Phatep effectue un Mouvement simple ou une Marche forcée, il ne peut pas lancer ce Sort lié. La cible doit réussir un Test de discipline en lançant 1D6 supplémentaire. Si elle le rate, la cible subit un nombre de touches égal à la valeur par laquelle le test a échoué.
Les touches blessent automatiquement et ont Pénétration d'armure 10.
                   
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                Phatep's Curse
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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                Phatep's Curse
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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                Phatep's Curse
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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                Maledizione di Phatep
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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                Phatep's Curse
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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                Phatep's Curse
                
                 
                    Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                   
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          Undead
          
           
              The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
             
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                Mort-vivant
                
                 
                    La figurine gagne la règle Instable. Elle ne peut pas effectuer de Marche Forcée à moins de commencer son mouvement de Marche Forcée à portée de la règle Présence impérieuse d'une figurine alliée. La seule réaction à une charge qu'une unité avec au moins une figurine avec la règle Mort-vivant peut voir est de Tenir la Position.
Lorsqu'une unité composée uniquement de figurines avec la règle Mort-vivant perd des Points de vie à cause de la règle Instable, le nombre de Points de vie peut être réduit dans certaines situations. Appliquez les modificateurs dans l'ordre suivant :
- 1. Si l'unité est Tenace, divisez le nombre de Points de vie perdus par deux, en arrondissant au supérieur.
- 2. Si l'unité est Indomptable et si le nombre de Points de vie perdus est supérieur à 12, réduisez-le à 12.
- 3. Si l'unité est à portée de la règle Ralliement au drapeau, déduisez le Bonus de rangs de l'unité au nombre de Points de vie perdus. Les unités n'ayant 
 as de Bonus de Rangs déduisent 1 au nombre de Points de vie perdus à la place.
- 4. Appliquez ensuite tous les autres modificateurs (venant de l'équipement spécial, des règles de figurines, des sorts, etc.).
                   
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                Untot
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
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                Undead
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
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                No Muerto
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
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                Nonmorto
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
                 | 
              
                Undead
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
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                Нежить
                
                 
                    The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                   
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| 
          Petrifying Gaze
          
           
              Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
             
           | 
              
                Regard pétrifiant
                
                 
                    Arme de tir.
Portée 12", Tirs D6+1, Fo 2, PA 10, Tir rapide.
Lors du jet pour blesser relatif à cette attaque, utilisez l'Agilité de la cible à la place de sa Résistance.
Pour les figurines avec plus d'un Élément de figurine, utilisez la plus grande valeur d'Agilité.
                   
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                Petrifying Gaze
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                   
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                Petrifying Gaze
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                   
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                Petrifying Gaze
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                   
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                Sguardo pietrificante
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                   
                 | 
              
                Petrifying Gaze
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                   
                 | 
              
                Petrifying Gaze
                
                 
                    Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility 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
                
                 
                    Attribut d’attaque – Corps à corps.
Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d’Attaque.
Chaque fois qu’elle gagne un Point de vie, elle subit un malus de –1 en valeur d’Attaque.
                   
                 | 
              
                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.
                   
                 | 
              
                Rabbia
                
                 
                    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.
                   
                 | 
      
| 
          Undying Will
          
           
              Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
             
           | 
              
                Volonté éternelle
                
                 
                    Les figurines d'une unité comptant au moins une figurine avec Volonté éternelle gagnent +2 en Capacité offensive, +2 en
Capacité défensive, Coup fatal et remplacent la Précision de leur Arme de tir par (4+). Les Personnages, les figurines avec
Statue animée et les éléments de figurine avec Harnaché ne sont pas affectés par la Volonté éternelle.
                   
                 | 
              
                Undying Will
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
              
                Undying Will
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
              
                Undying Will
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
              
                Volont imperitura
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
              
                Undying Will
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
              
                Undying Will
                
                 
                    Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                   
                 | 
      
| 
          Well of Souls
          
           
              Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
             
           | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
              
                Well of Souls
                
                 
                    Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).
Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Sun’s Embrace
          
           
              The bearer gains [b]Distracting[/b] while using this Shield.
             
           | 
              
                Étreinte solaire
                
                 
                    Le porteur gagne [b]Perturbant[/b] tant qu’il utilise ce Bouclier.
                   
                 | 
              
                Sun’s Embrace
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
              
                Sun’s Embrace
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
              
                Sun’s Embrace
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
              
                Abbraccio del sole
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
              
                Sun’s Embrace
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
              
                Sun’s Embrace
                
                 
                    The bearer gains [b]Distracting[/b] while using this Shield.
                   
                 | 
      
| 
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
              
                Alliage d'alchimiste
                
                 
                    Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Lega dell'alchimista
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
      
| 
          Ankh of Naptesh
          
           
              The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
             
           | 
              
                Ankh de Naptesh
                
                 
                    Le porteur gagne [b]Hiérophante[/b]. Les figurines ordinaires de l’unité duporteur gagnent [b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh of Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh of Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh of Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh di Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh of Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
              
                Ankh of Naptesh
                
                 
                    The bearer gains [b]Hierophant[/b]. R&F models in the bearer’s unit gain[b]Fortitude (6+)[/b].
                   
                 | 
      
| 
          Destiny's Call
          
           
              The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
             
           | 
              
                Appel du destin
                
                 
                    Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
      
| 
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
              
                Baguette de bataille
                
                 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Scettro da battaglia
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
      
| 
          Blessed Wrappings
          
           
              The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
             
           | 
              
                Bandages consacrés
                
                 
                    Le porteur gagne +1 Point de vie et perd [b]Inflammable[/b] s’ill’avait (notez que cela n’empêche pas la figurine de redevenir [b]Inflammable[/b] par d’autres moyens).
                   
                 | 
              
                Blessed Wrappings
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
              
                Blessed Wrappings
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
              
                Blessed Wrappings
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
              
                Bendaggi benedetti
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
              
                Blessed Wrappings
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
              
                Blessed Wrappings
                
                 
                    The bearer gains +1 Health Point and loses Flammable if it had it(note that this does not prevent the model from gaining Flammable from other sources).
                   
                 | 
      
| 
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
              
                Bâton de dragon
                
                 
                    Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Bastone del drago
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
      
| 
          Jackal’s Blessing
          
           
              The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
             
           | 
              
                Bénédiction du chacal
                
                 
                    Le porteur gagne +2 Points de vie et[b]Fortitude (5+)[/b].
                   
                 | 
              
                Jackal’s Blessing
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
              
                Jackal’s Blessing
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
              
                Jackal’s Blessing
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
              
                Benedizione dello sciacallo
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
              
                Jackal’s Blessing
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
              
                Jackal’s Blessing
                
                 
                    The wearer gains +2 Health Points and[b]Fortitude (5+)[/b].
                   
                 | 
      
| 
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    Usage unique. Peut être activé au début 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).
Cette figurine ne peut lancer ce sort durant cette Phase de magie.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
      
| 
          Blessed Inscriptions
          
           
              Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
             
           | 
              
                Inscriptions bénies
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Iscrizioni benedette
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
      
| 
          Book of Arcane Mastery
          
           
              The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
             
           | 
              
                Grimoire de maîtrise cabalistique
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
      
| 
          Book of the Dead
          
           
              The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
             
           | 
              
                Livre des morts
                
                 
                    Le porteur peut lancer La mort n’est que le commencement comme un Sort liéde Niveau de puissance (4/8) avec les modifications suivantes :La Portée du sort [b]passe[/b] à 12″ Aura.
                   
                 | 
              
                Book of the Dead
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
              
                Book of the Dead
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
              
                Book of the Dead
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
              
                Libro dei morti
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
              
                Book of the Dead
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
              
                Book of the Dead
                
                 
                    The bearer can cast Death is Only the Beginning as a Bound Spell with PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
                   
                 | 
      
| 
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
              
                Bottes du forestier
                
                 
                    Uniquement figurines d'Infanterie de taille Standard.
Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (jusqu'à un maximum de respectivement 10 et 20).
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
      
| 
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
             
           | 
              
                Boule de cristal
                
                 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Sfera di cristallo
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
      
| 
          Shield Breaker
          
           
              Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
              
                Brise-bouclier
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Frantuma scudi
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
      
| 
          Sandstorm Cloak
          
           
              The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
             
           | 
              
                Cape des tempêtes de sable
                
                 
                    Le porteur gagne [b]Course rapide[/b], [b]Troupe légère[/b],[b]Vol (5″, 15″)[/b], et peut effectuer une [b]Attaque au passage[/b] qui inflige 2D6 touches de Force 2 et dePénétration d’armure 1.
                   
                 | 
              
                Sandstorm Cloak
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
              
                Sandstorm Cloak
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
              
                Sandstorm Cloak
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
              
                Mantello della tempesta di sabbia
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
              
                Sandstorm Cloak
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
              
                Sandstorm Cloak
                
                 
                    The bearer gains [b]Fly (5″, 15″)[/b], Light Troops, and Swiftstride, and canperform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                   
                 | 
      
| 
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
              
                Charme de chance
                
                 
                    Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
              
                Héritage magique
                
                 
                    Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Cimelio magico
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
      
| 
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
             
           | 
              
                Lumière purifiante
                
                 
                    Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Luce purificante
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
      
| 
          Sacred Hourglass
          
           
              The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
             
           | 
              
                Sablier sacré
                
                 
                    Le porteur peut relancer les Tentatives de lancement de sort ratéesutilisant un nombre de Dés de magie égal à 2 (relancez chaque Dé de magie).
                   
                 | 
              
                Sacred Hourglass
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
              
                Sacred Hourglass
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
              
                Sacred Hourglass
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
              
                Clessidra sacra
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
              
                Sacred Hourglass
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
              
                Sacred Hourglass
                
                 
                    The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
                   
                 | 
      
| 
          Hero's Heart
          
           
              The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
             
           | 
              
                Coeur de héros
                
                 
                    Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise.
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
      
| 
          Crown of the Pharaohs
          
           
              The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
             
           | 
              
                Couronne des pharaons
                
                 
                    Le porteur accroît laportée de sa [b]Présence impérieuse[/b] de 6″. Au début de chacun de vos Tours de joueur, le porteur peut perdre larègle [b]Volonté éternelle[/b] jusqu’au début de votre prochain Tour de joueur et choisir une unité alliée à 12″ oumoins. Cette unité gagne la règle [b]Volonté éternelle[/b] jusqu’au début de votre prochain Tour de joueur.
                   
                 | 
              
                Crown of the Pharaohs
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
              
                Crown of the Pharaohs
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
              
                Crown of the Pharaohs
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
              
                Corona dei faraoni
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
              
                Crown of the Pharaohs
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
              
                Crown of the Pharaohs
                
                 
                    The bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
                   
                 | 
      
| 
          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
                
                 
                    Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie.
Le porteur ne peut choisir le Sort héréditaire de son Armée.
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Corona del re mago
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
      
| 
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
              
                Couronne d'autocratie
                
                 
                    Le porteur gagne +1 en Discipline.
Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10.
Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Corona dell'autarchia
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
      
| 
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
             
           | 
              
                Crépuscule forgé
                
                 
                    Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Vespertino (Scudo)
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
      
| 
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
              
                Trompe-la-mort
                
                 
                    Le porteur gagne +1 en Armure et la règle Régénération (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Mortifrago
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
      
| 
          Death Mask of Teput
          
           
              Enemy units in base contact with the bearer suffer −2 Offensive Skill.
             
           | 
              
                Masque de mort de Temut
                
                 
                    Les unités ennemies en contact avec le porteur subissent un malusde −2 en Capacité offensive.
                   
                 | 
              
                Death Mask of Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
              
                Death Mask of Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
              
                Death Mask of Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
              
                Maschera funeraria di Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
              
                Death Mask of Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
              
                Death Mask of Teput
                
                 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   
                 | 
      
| 
          Godslayer
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
             
           | 
              
                Tueuse de dieux
                
                 
                    Le porteur gagne +1 en valeur d’Attaque lorsqu’il utilise cette arme. Les attaqueseffectuées avec cette arme gagnent [b]Attaque divine[/b], [b]Attaque magique[/b] et [b]Blessures multiples (2,contre Ægide)[/b]. Notez que ce dernier Attribut d’attaque s’applique également contre les figurines ayant dessauvegardes d’[b]Ægide[/b] avec une Condition d’application non remplie.
                   
                 | 
              
                Godslayer
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
              
                Godslayer
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
              
                Godslayer
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
              
                Deicida
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
              
                Godslayer
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
              
                Godslayer
                
                 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, againstAegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
                   
                 | 
      
| 
          Supernatural Dexterity
          
           
              The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
             
           | 
              
                Dextérité surnaturelle
                
                 
                    Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Destrezza ultraterrena
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
      
| 
          Steeds of Nephet-Ra
          
           
              Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
             
           | 
              
                Montures de Nephet-Râ
                
                 
                    Toutes les figurines avec au moins un Cheval squelette dans l’unitédu porteur gagnent [b]Mouvement spectral[/b] et +4″ en valeur de Marche forcée.
                   
                 | 
              
                Steeds of Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
              
                Steeds of Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
              
                Steeds of Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
              
                Destrieri di Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
              
                Steeds of Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
              
                Steeds of Nephet-Ra
                
                 
                    Models with at least one Skeletal Horse model part in the bearer’sunit gain [b]Ghost Step[/b] and +4″ March Rate.
                   
                 | 
      
| 
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
              
                Gemme de feu dragon
                
                 
                    Le porteur gagne la règle À l'épreuve du feu.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Gemma draconica
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
              
                Essence de libre pensée
                
                 
                    Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une.
Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
      
| 
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
              
                Essence de mithril
                
                 
                    Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
      
| 
          Scourge of Kings
          
           
              While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
             
           | 
              
                Fléau des rois
                
                 
                    Quand il utilise cette arme, la valeur d’Attaque du porteur[b]passe[/b] à 6. Les attaques effectuées avec cette arme gagnent [b]Attaque magique[/b]. Lors d’un Duel, les jetspour blesser ratés des attaques effectuées avec cette arme doivent être relancés.
                   
                 | 
              
                Scourge of Kings
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
              
                Scourge of Kings
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
              
                Scourge of Kings
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
              
                Flagello dei re
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
              
                Scourge of Kings
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
              
                Scourge of Kings
                
                 
                    While using this weapon, the wielder’s AttackValue is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and [b]must[/b] reroll failedto-wound rolls when fighting a Duel.
                   
                 | 
      
| 
          Titanic Might
          
           
              Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
             
           | 
              
                Force des titans
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Forza titanica
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
      
| 
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
              
                Protection fantômatique
                
                 
                    Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
      
| 
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
              
                Glyphe de saule
                
                 
                    Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade.
Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
      
| 
          King Slayer
          
           
              The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
              
                Tueuse de rois
                
                 
                    Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur.
Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                Sterminatrice di re
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
      
| 
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
              
                Manchons foudroyants
                
                 
                    Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Vambraci del lampo
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
      
| 
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
              
                Roc d'obsidienne
                
                 
                    Le porteur gagne la règle Résistance à la magie (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Pietra d'ossidiana
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
      
| 
          Scroll of Desiccation
          
           
              After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
             
           | 
              
                Parchemin de dessiccation
                
                 
                    Après avoir déterminé les Zones de déploiement (à la fin del’étape 6 de la Séquence pré-partie), choisissez un Décor de type Champ, Forêt ou Terrain aquatique. Ce Décor perdl’ensemble de ses règles. Il compte comme Terrain dangereux (1) pour toutes les unités ennemies.d
                   
                 | 
              
                Scroll of Desiccation
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
              
                Scroll of Desiccation
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
              
                Scroll of Desiccation
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
              
                Rotolo dell'essiccazione
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
              
                Scroll of Desiccation
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
              
                Scroll of Desiccation
                
                 
                    After determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
                   
                 | 
      
| 
          Potion of Strength
          
           
              One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
              
                Potion de force
                
                 
                    Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
              
                Potion de rapidité
                
                 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
      
| 
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
              
                Sceptre de pouvoir
                
                 
                    Dominant.
Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Scettro del potere
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
      
| 
          Sekhem Sceptre
          
           
              The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
             
           | 
              
                Sceptre de Sekhem
                
                 
                    Le porteur gagne [b]Autonome[/b] et [b]Tenace[/b].
                   
                 | 
              
                Sekhem Sceptre
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
              
                Sekhem Sceptre
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
              
                Sekhem Sceptre
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
              
                Scettro di Sekhem
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
              
                Sekhem Sceptre
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
              
                Sekhem Sceptre
                
                 
                    The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
      
| 
          Touch of Greatness
          
           
              Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
              
                Touché par la grâce
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques.
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 toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Tocco di grandigia
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
              
                Icône éthérée
                
                 
                    L'unité du porteur gagne la règle Résistance à la magie (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Icona d'etere
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
      
| 
          Banner of Discipline
          
           
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             
           | 
              
                Bannière de Discipline
                
                 
                    L'unité du porteur peut relancer ses Tests de panique ratés.
Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Insegna della disciplina
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
      
| 
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
              
                Bannière de vitesse
                
                 
                    Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Insegna della velocit
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
      
| 
          Banner of the Entombed
          
           
              If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
             
           | 
              
                Bannière des ensevelis
                
                 
                    Si elle est portée par un Personnage, le porteur gagne [b]Embuscade souterraine[/b]. Si elle est portée par unefigurine ordinaire, l’unité du porteur gagne [b]Embuscade souterraine[/b] et aucune figurine supplémentaire nepeut être ajoutée à l’unité pendant la création de la Liste d’armée. Les figurines de taille Standard utilisant cettebannière pour arriver en Embuscade [b]doivent[/b] arriver dans une formation comportant exactement 5 figurinespar rang (exception faite du dernier rang, qui peut en contenir moins) et ne peuvent pas effectuer de Reformation oude Reformation rapide durant ce Tour de joueur.Une unité avec [b]Embuscade souterraine[/b] compte également dans la catégorie « Ensevelis ».
                   
                 | 
              
                Banner of the Entombed
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
              
                Banner of the Entombed
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
              
                Banner of the Entombed
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
              
                Stendardo dei sepolti
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
              
                Banner of the Entombed
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
              
                Banner of the Entombed
                
                 
                    If taken by a Character, thebearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer’s unit gains Underground Ambushand additional models cannot be added to the unit during Army List creation. Standard Height models using thisbanner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) andcannot make a Reform (or a Swift Reform) during this Player Turn.Units with Underground Ambush also count towards Entombed.
                   
                 | 
      
| 
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
              
                Bannière de la compagnie infatigable
                
                 
                    Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle.
Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur.
Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Insegna della compagnia implacabile
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
      
| 
          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
           | 
              
                Bannière ardente
                
                 
                    Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur.
L'unité du porteur gagne la règle Attaques enflammées.
Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat.
Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Stendardo infuocato
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
      
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          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
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                Bannière de la légion
                
                 
                    L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des  bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
                   
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                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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                Stendardo della legione
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
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          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
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                Bannière du rôdeur
                
                 
                    L'unité du porteur gagne la règle Guide.
                   
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                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
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                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
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                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
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                Stendardo dell'oppressore
                
                 
                    The bearer’s unit gains Strider.
                   
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                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
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                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
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          Rending Banner
          
           
              One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
             
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                Bannière lacérante
                
                 
                    Cet Enchantement peut être activé au début d'une Manche de combat.
les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
                   
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                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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                Insegna lacerante
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
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