Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          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.
             
           | 
              
                Perturbant
                
                 
                    Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher.
Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Aegis
          
           
              Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
             
           | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
              
                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
                 | 
      
| 
          Ambush
          
           | 
              
                Embuscade
                
                 
                    Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles
unités utiliseront cette règle à l’étape 8 de la  Séquence de pré-partie  (juste après la Sélection des sorts), en commençant
par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un  Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes :
• Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu.
• Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir.
• Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite.
• Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle  Capture  pour le restant de la partie.
• Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée.
• Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
                   
                 | 
              
                Hinterhalt
                
                 | 
              
                Ambush
                
                 | 
              
                Emboscada
                
                 | 
              
                Agguato
                
                 | 
              
                Ambush
                
                 | 
              
                Засада
                
                 | 
      
| 
          Ancient Grudge
          
           
              Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
             
           | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
              
                Ancient Grudge
                
                 
                    Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
                   
                 | 
      
| 
          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.
             
           | 
              
                Peur
                
                 
                    Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un  Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont  Ébranlées  et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
           | 
              
                Arme lourde
                
                 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   
                 | 
              
                Zweihandwaffe
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
              
                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
              
                Arma a Dos Manos
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
              
                Grande Arma
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
              
                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
              
                Двуручное оружие
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
                 | 
      
| 
          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
             
           | 
              
                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   
                 | 
              
                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
                   
                 | 
              
                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
                   
                 | 
              
                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
                   
                 | 
              
                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
                   
                 | 
              
                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
                   
                 | 
              
                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
                   
                 | 
      
| 
          Paired Weapons
          
           
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
           | 
              
                Paire d'armes
                
                 
                    À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle  Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
                   
                 | 
              
                Waffenpaar
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
              
                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
              
                Armas Emparejadas
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
              
                Coppia d'Armi
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
              
                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
              
                Парное оружие
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
                 | 
      
| 
          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
                
                 
                    Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme  Ægide (X, contre Attaque magique) .
                   
                 | 
              
                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 Attaque 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.
 Sommaire   Séquence pré-partie   Conditions de victoire  130  Terrains et décors   Règles de figurines   Index  Si une figurine dispose d’Attaque de broyage et de  Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque 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.
                   
                 | 
      
| 
          Stomp Attacks
          
           | 
              
                Attaque de piétinement
                
                 
                    Au  Palier d’initiative  0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine.
Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle  Harnaché  peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
                   
                 | 
              
                Niedertrampeln-Attacke
                
                 | 
              
                Stomp Attacks
                
                 | 
              
                Golpetazo
                
                 | 
              
                Attacchi di Calpestamento
                
                 | 
              
                Stomp Attacks
                
                 | 
              
                Растаптывание
                
                 | 
      
| 
          Attached
          
           | 
              
                Rattaché
                
                 | 
              
                Attached
                
                 | 
              
                Attached
                
                 | 
              
                Dependiente
                
                 | 
              
                Scorta
                
                 | 
              
                Attached
                
                 | 
              
                Прикрепленный
                
                 | 
      
| 
          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
           | 
              
                Avant-garde
                
                 
                    Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de  Mouvement simple  et/ou  Reformation  réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des  Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou  Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle  Capture  jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
                   
                 | 
              
                Vorhut
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Avanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Авангард
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
      
| 
          Hard Target
          
           | 
              
                Cible difficile
                
                 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
                   
                 | 
              
                Schwieriges Ziel
                
                 | 
              
                Hard Target
                
                 | 
              
                Objetivo Difícil
                
                 | 
              
                Bersaglio Difficile
                
                 | 
              
                Hard Target
                
                 | 
              
                Сложная цель
                
                 | 
      
| 
          Bodyguard
          
           
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             
           | 
              
                Garde du corps
                
                 
                    Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle  Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
                   
                 | 
              
                Leibwache
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardaespaldas
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardia del Corpo
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Телохранитель
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
      
| 
          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
           | 
              
                Bouclier
                
                 
                    +1 en Armure
Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Channel
          
           
              During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
             
           | 
              
                Canalisation
                
                 
                    Au cours de l’étape 3 de la  Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
                   
                 | 
              
                Kanalisieren
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizar
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizzare
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Источник
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
      
| 
          Cannot be Stomped
          
           | 
              
                Ne peut être piétiné
                
                 
                    Une figurine avec cette règle n’est jamais considérée comme étant d’une taille Standard contre les  Attaques de piétinement  d’une figurine ennemie.
                   
                 | 
              
                Kann nicht getrampelt werden
                
                 | 
              
                Cannot be Stomped
                
                 | 
              
                Inmune a Golpetazos
                
                 | 
              
                Non Può Essere Calpestato
                
                 | 
              
                Cannot be Stomped
                
                 | 
              
                Не может быть растоптан
                
                 | 
      
| 
          Devastating Charge
          
           
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             
           | 
              
                Charge dévastatrice
                
                 
                    Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo,  Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement  et  Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
                   
                 | 
              
                Vernichtender Angriff
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carga Devastadora
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carica Devastante
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Опустошительное нападение
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
      
| 
          Construct
          
           | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
      
| 
          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
           | 
              
                Sans peur
                
                 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   
                 | 
              
                Furchtlos
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Coraje
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Impassibile
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Бесстрашие
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
      
| 
          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 est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
           | 
              
                Guide
                
                 
                    La figurine réussit automatiquement tout  Test de terrain dangereux  provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle  Indomptable  à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
                   
                 | 
              
                Geländeerfahren
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Cruzar
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Viaggiatore
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Знание местности
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
      
| 
          Stubborn
          
           
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             
           | 
              
                Tenace
                
                 
                    Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un  Test de moral  ou un Test de discipline pour faire une  Reformation de combat .
                   
                 | 
              
                Unnachgiebig
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Tozudo
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Determinato
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Упорный
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
      
| 
          Disciplined
          
           | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
      
| 
          Quick to Fire
          
           | 
              
                Tir rapide
                
                 
                    Tir
Une attaque ayant cette règle ne subit pas la pénalité de −1 pour toucher de  Tir en mouvement .
                   
                 | 
              
                Schnell Schussbereit
                
                 | 
              
                Quick to Fire
                
                 | 
              
                Disparo Rápido
                
                 | 
              
                Rapido a Tirare
                
                 | 
              
                Quick to Fire
                
                 | 
              
                Быстрый выстрел
                
                 | 
      
| 
          Dwarf
          
           | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
              
                Dwarf
                
                 | 
      
| 
          Dying Blow
          
           | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
      
| 
          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
                
                 
                    Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la  Séquence pré-partie  (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Emplacement
          
           | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
      
| 
          Runic Anvil
          
           
              Each Anvil of Power may select up to 3 different Battle Runes.
             
           | 
              
                Enclume runique
                
                 
                    Chaque Enclume de pouvoir peut sélectionner jusqu'à trois Runes de bataille différentes durant la Sélection des sorts.
                   
                 | 
              
                Runenamboss
                
                 
                    Jeder Amboss der Macht darf bis zu drei verschiedene Kampfrunen auswählen.
                   
                 | 
              
                Runic Anvil
                
                 
                    Each Anvil of Power may select up to 3 different Battle Runes.
                   
                 | 
              
                Yunque Rúnico
                
                 
                    Cada Yunque de Poder puede elegir hasta 3 Runas de Batalla diferentes.
                   
                 | 
              
                Incudine Runica
                
                 
                    Ogni Incudine del potere può seleziona fino a tre diverse Rune da Battaglia.
                   
                 | 
              
                Runic Anvil
                
                 
                    Each Anvil of Power may select up to 3 different Battle Runes.
                   
                 | 
              
                Рунная наковальня
                
                 
                    Каждая Наковальная Силы может выбрать до трех Боевых рун.
                   
                 | 
      
| 
          Engineer
          
           
              Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
             
           | 
              
                Ingénieur
                
                 
                    Une fois par Phase de tir, un Ingénieur non engagé au combat peut sélectionner une seule  Machine de guerre  à moins de 6″ qui n’a pas encore tiré lors de cette Phase de tir pour obtenir les effets suivants :
• La Précision d’une des Armes d’artillerie de la Machine de guerre passe à la valeur donnée entre parenthèses (X+)
• Vous pouvez relancer le jet sur le  Tableau des Incidents de tir .
• Vous pouvez relancer l’ensemble des dés (tous les dés ou aucun) lancés pour déterminer le nombre de touches effectuées par une Arme d’artillerie de type  Lance-flammes .
Ces effets durent jusqu’à la fin de la Phase de tir.
                   
                 | 
              
                Ingenieur
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Engineer
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Ingeniero
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Ingegnere
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Engineer
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Инженер
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
      
| 
          Exclusive
          
           | 
              
                Exclusif
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusivo
                
                 | 
              
                Esclusivo
                
                 | 
              
                Exclusive
                
                 | 
              
                Предпочтение
                
                 | 
      
| 
          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
                
                 
                    Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un  Mouvement de charge , un  Mouvement simple  ou une  Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la  Règle du pouce d’écart  à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Forge Gun
          
           
              Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
             
           | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
              
                Forge Gun
                
                 
                    Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
                   
                 | 
      
| 
          Forge Repeater
          
           
              Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
             
           | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
              
                Forge Repeater
                
                 
                    Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
                   
                 | 
      
| 
          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
           | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
      
| 
          Runic Engravings
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
             
           | 
              
                Gravures runiques
                
                 
                    À l'étape 8 de la Séquence pré-partie (après la Sélection des sorts), chaque unité de Gardiens des forts doit choisir l'un des effets suivants, qui sera appliqué pour toute la durée de la partie : • +1 en Force et +1 en Pénétration d'armure • [b]Avant-garde[/b] • +2 en Agilité
                   
                 | 
              
                Runengravierungen
                
                 
                    Während Schritt 8 der Spielvorbereitung (nach der Zauberauswahl) muss jede Einheit Wächter der Feste eine der folgenden Optionen erhalten, die für die Dauer der Schacht angewendet wird: • +1 Stärke und +1 Rüstungsdurchschlag • Vorhut • +2 Agilität
                   
                 | 
              
                Runic Engravings
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
                   
                 | 
              
                Grabados Rúnicos
                
                 
                    En el paso 8 de la Secuencia Previa al Juego (después de la Selección de Hechizos), cada unidad de Guardianes del Bastión [b]debe[/b] elegir uno de los siguientes efectos, que se aplican durante el resto de la partida: +1 Fuerza y +1 Penetración de Armadura Vanguardia +2 Agilidad
                   
                 | 
              
                Incisioni Runiche
                
                 
                    Al passo 8 della Sequenza Pre-Partita (dopo la Selezione dei Incantesimi) ogni unità di Guardiani della Roccaforte deve scegliere uno dei seguenti effetti, che gli si applica per tutta la durata della partita: • +1 Forza e +1 Penetrazione Armatura • Avanguardia • +2 Agilità
                   
                 | 
              
                Runic Engravings
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
                   
                 | 
              
                Рунические письмена
                
                 
                    На шаге 8 Последовательности Действий перед игрой (после Выбора заклинаний), каждый отряд Стражей Твердыни [b]должен[/b] выбирать один из следующих эффектов. Данный эффект применяется до конца игры: • +1 к Силе и Бронебойности • [b]Авангард[/b] • +2 к Ловкости
                   
                 | 
      
| 
          Hatred
          
           
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             
           | 
              
                Haine
                
                 
                    Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
                   
                 | 
              
                Hass
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
              
                Ненависть
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
                 | 
      
| 
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
              
                Tirailleur
                
                 
                    Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
                   
                 | 
              
                Plänkler
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Hostigadores
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Schermagliatore
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Рассыпной строй
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
      
| 
          Unstable
          
           | 
              
                Instable
                
                 
                    Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de  Test de moral  lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
                   
                 | 
              
                Instabil
                
                 | 
              
                Unstable
                
                 | 
              
                Inestable
                
                 | 
              
                Instabile
                
                 | 
              
                Unstable
                
                 | 
              
                Нестабильность
                
                 | 
      
| 
          Kingsoath
          
           
              The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
             
           | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
              
                Kingsoath
                
                 
                    The model part gains +1 Att, which can only be allocated towards targets in a unit containing a model with a Grudge Marker.
                   
                 | 
      
| 
          War Platform
          
           
              Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
             
           | 
              
                Plateforme de guerre
                
                 
                    À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle  Personnage , avec les exceptions suivantes :
• Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées).
• Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité).
• Elle ne peut ni provoquer ni relever de  Duel , ni utiliser la règle  Faites place .
• Elle peut faire appel à la règle  Mêlée tourbillonnante .
• Elle ne compte pas en tant que Personnage en ce qui concerne les règles  Blessures multiples  et  Garde du corps  (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps).
La figurine peut rejoindre des unités même si elle a la règle  Présence imposante , et avoir la règle  Char  ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle  Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la  Plateforme de guerre  peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
                   
                 | 
              
                Kriegsplattform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                War Platform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Plataforma de Guerra
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Piattaforma di Guerra
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                War Platform
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
              
                Боевая платформа
                
                 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                   
                 | 
      
| 
          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
              
                Troupe légère
                
                 
                    Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et  Marches forcées  :
• L’unité peut effectuer un nombre illimité de  Reformations  à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne  Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0  Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
                   
                 | 
              
                Leichte Truppen
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Rune Craft Mastery
          
           
              Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
             
           | 
              
                Maître artisan runique
                
                 
                    Tout élément de figurine dans une unité incluant au moins une figurine avec cette règle gagne +1 en Pénétration d'armure sur ses Attaques de corps à corps.
                   
                 | 
              
                Meisterhaftes Runenwissen
                
                 
                    Nahkampfattacken von Modellen in der gleichen Einheit wie ein oder mehrere Modelle mit Meisterhaftes Runenwissen erhalten +1 Rüstungsdurchschlag.
                   
                 | 
              
                Rune Craft Mastery
                
                 
                    Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
                   
                 | 
              
                Maestría de Herrería Rúnica
                
                 
                    Los Ataques Cuerpo a Cuerpo de miniaturas en la misma unidad que una o más miniaturas con Maestría de Herrería Rúnica obtienen +1 Penetración de Armadura.
                   
                 | 
              
                Maestria Runica
                
                 
                    Gli Attacchi da Corpo a Corpo dei modelli nella stessa unità di uno o più modelli con Maestria Runica ottengono +1 Penetrazione Armatura.
                   
                 | 
              
                Rune Craft Mastery
                
                 
                    Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
                   
                 | 
              
                Рунное мастерство
                
                 
                    Атаки ближнего боя моделей в отряде, вклучающем одну или более модель с этим правилом, получают +1 к Бронебойности.
                   
                 | 
      
| 
          Weapon Master
          
           | 
              
                Maître d'armes
                
                 
                    À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
                   
                 | 
              
                Waffenmeister
                
                 | 
              
                Weapon Master
                
                 | 
              
                Maestro de Armas
                
                 | 
              
                Maestro d'Armi
                
                 | 
              
                Weapon Master
                
                 | 
              
                Мастер оружия
                
                 | 
      
| 
          Magic Resistance
          
           | 
              
                Résistance à la magie
                
                 
                    Un Sort appris ou un Sort lié qui cible une unité ennemie avec au moins une figurine ou élément de figurine possédant la règle Résistance à la magie subit un modificateur de −X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S’il existe différentes valeurs « X » pouvant être utilisées, utilisez la valeur la plus élevée.
                   
                 | 
              
                Magieresistenz
                
                 | 
              
                Magic Resistance
                
                 | 
              
                Resistencia a la Magia
                
                 | 
              
                Resistenza alla Magia
                
                 | 
              
                Magic Resistance
                
                 | 
              
                Сопротивление магии
                
                 | 
      
| 
          Metal Armour
          
           | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
      
| 
          Mount
          
           | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
      
| 
          Towering Presence
          
           
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             
           | 
              
                Présence imposante
                
                 
                    La figurine gagne la règle  Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une  Plateforme de Guerre .
La portée de ses éventuelles règles  Présence impérieuse  et  Ralliement au drapeau  est augmentée de 6″.
Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir «  Classification des figurines  », page  98 ).
                   
                 | 
              
                Riesige Statur
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
              
                Towering Presence
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
              
                Presencia Imponente
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
              
                Presenza Torreggiante
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
              
                Towering Presence
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
              
                Возвышающийся
                
                 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   
                 | 
      
| 
          Rally Around the Flag
          
           
              All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
             
           | 
              
                Ralliement au drapeau
                
                 
                    La figurine possédant cette règle, si elle n’est pas en fuite, donne à toutes les unités alliées à 12″ ou moins, même celles en fuite, la capacité de relancer leurs  Tests de discipline  ratés si elles le souhaitent.
                   
                 | 
              
                Um die Flagge Sammeln
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Reagruparse en Torno a la Bandera
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Raccogliersi Sotto lo Stendardo
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Ни шагу назад!
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
      
| 
          Resistance
          
           | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
      
| 
          Resolute
          
           
              A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
             
           | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
              
                Resolute
                
                 
                    A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
                   
                 | 
      
| 
          Sturdy
          
           
              The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and [b]Steady Aim[/b].
             
           | 
              
                Robuste
                
                 
                    L'élément de figurine gagne [b]Charge dévastatrice (+1 Fo, +1 PA)[/b] et Visée stable.
                   
                 | 
              
                Robust
                
                 
                    Der Modellteil erhält [b]Vernichtender Angriff (+1 Str, +1 RD)[/b] und es erleidet keinen -1 Trefferwurfmodifikator für Stehen und Schießen-Angriffsreaktionen.
                   
                 | 
              
                Sturdy
                
                 
                    The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and [b]Steady Aim[/b].
                   
                 | 
              
                Tenaces
                
                 
                    La parte de miniatura obtiene [b]Carga Devastadora (+1 Fue, +1 PA)[/b] y Gran Puntería.
                   
                 | 
              
                Robusto
                
                 
                    La parte di modello ottiene [b]Carica Devastante (+1 For, +1 Pen)[/b] e non subisce il modificatore di -1 a colpire da Reazioni alla Carica di Resistere e Tirare.
                   
                 | 
              
                Sturdy
                
                 
                    The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and [b]Steady Aim[/b].
                   
                 | 
              
                Стойкий
                
                 
                    Часть модели получает правило [b]Опустошительное нападение (Опустошительное нападение) (+1 Сила, +1 Бронебойность)[/b]. Кроме того он игнорирует модификатор -1 на попадание при выборе Реакции на нападение"Стоять и стрелять".
                   
                 | 
      
| 
          Whirling Chains of Doom
          
           
              Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
             
           | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
              
                Whirling Chains of Doom
                
                 
                    Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
                   
                 | 
      
| 
          Zeal
          
           | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Arcane Volcanist
          
           
              Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
             
           | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
      
| 
          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
           | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
      
| 
          Curse Of Lycanthropy
          
           
              One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
             
           | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
      
| 
          Innovative Leader
          
           
              An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
             
           | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
      
| 
          Rune Of Anger
          
           
              +1 Att.
             
           | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
              
                Rune Of Anger
                
                 
                    +1 Att.
                   
                 | 
      
| 
          Rune of Channelling
          
           
              Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
             
           | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
              
                Rune of Channelling
                
                 
                    Channel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
                   
                 | 
      
| 
          Rune of Craftsmanship
          
           
              The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
             
           | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Craftsmanship
                
                 
                    The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
                   
                 | 
      
| 
          Rune of Denial
          
           
              One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
             
           | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
              
                Rune of Denial
                
                 
                    One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
                   
                 | 
      
| 
          Rune of Destruction
          
           
              Multiple Wounds (D3).
             
           | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
              
                Rune of Destruction
                
                 
                    Multiple Wounds (D3).
                   
                 | 
      
| 
          Rune of Devouring
          
           
              One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
             
           | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
              
                Rune of Devouring
                
                 
                    One use only. 
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
                   
                 | 
      
| 
          Rune of Dragon's Breath
          
           
              Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
             
           | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
              
                Rune of Dragon's Breath
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
                   
                 | 
      
| 
          Rune of Fire
          
           
              When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
             
           | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
              
                Rune of Fire
                
                 
                    When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
                   
                 | 
      
| 
          Rune of Grounding
          
           
              One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
             
           | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
              
                Rune of Grounding
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
                   
                 | 
      
| 
          Rune of Harnessing
          
           
              In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
             
           | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
              
                Rune of Harnessing
                
                 
                    In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
                   
                 | 
      
| 
          Rune of Iron
          
           
              +1 Arm
             
           | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
              
                Rune of Iron
                
                 
                    +1 Arm
                   
                 | 
      
| 
          Rune of Kinship
          
           
              The bearer gains Ambush (Table Edge), Scout, and Vanguard.
             
           | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
              
                Rune of Kinship
                
                 
                    The bearer gains Ambush (Table Edge), Scout, and Vanguard.
                   
                 | 
      
| 
          Rune of Lightning
          
           
              Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
             
           | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Lightning
                
                 
                    Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3. 
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
                   
                 | 
      
| 
          Rune of Might
          
           
              +1 Str and +1 AP.
             
           | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Rune of Might
                
                 
                    +1 Str and +1 AP.
                   
                 | 
      
| 
          Rune of Mining
          
           
              During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
             
           | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
              
                Rune of Mining
                
                 
                    During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
                   
                 | 
      
| 
          Rune of Penetration
          
           
              +3 AP.
             
           | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
              
                Rune of Penetration
                
                 
                    +3 AP.
                   
                 | 
      
| 
          Rune of Precision
          
           
              +1 to hit.
             
           | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
              
                Rune of Precision
                
                 
                    +1 to hit.
                   
                 | 
      
| 
          Rune of Quickening
          
           
              +3 Agi.
             
           | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
              
                Rune of Quickening
                
                 
                    +3 Agi.
                   
                 | 
      
| 
          Rune of Readiness
          
           
              One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
             
           | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
              
                Rune of Readiness
                
                 
                    One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
                   
                 | 
      
| 
          Rune of Resistance
          
           
              Resistance
             
           | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
              
                Rune of Resistance
                
                 
                    Resistance
                   
                 | 
      
| 
          Rune of Retribution
          
           
              When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
             
           | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
              
                Rune of Retribution
                
                 
                    When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
                   
                 | 
      
| 
          Rune of Returning
          
           
              Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
             
           | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
              
                Rune of Returning
                
                 
                    Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
                   
                 | 
      
| 
          Rune of Shielding
          
           
              Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
             
           | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
              
                Rune of Shielding
                
                 
                    Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
                   
                 | 
      
| 
          Rune of Smashing
          
           
              Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
             
           | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
              
                Rune of Smashing
                
                 
                    Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
                   
                 | 
      
| 
          Rune of Steel
          
           
              Must reroll failed Armour Save rolls
             
           | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
              
                Rune of Steel
                
                 
                    Must reroll failed Armour Save rolls
                   
                 | 
      
| 
          Rune of Storms
          
           
              One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
             
           | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
              
                Rune of Storms
                
                 
                    One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
                   
                 | 
      
| 
          Rune of the Courage
          
           
              One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
             
           | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
              
                Rune of the Courage
                
                 
                    One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
                   
                 | 
      
| 
          Rune of the Forge
          
           
              Aegis (3+, against Flaming Attacks).
             
           | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
              
                Rune of the Forge
                
                 
                    Aegis (3+, against Flaming Attacks).
                   
                 | 
      
| 
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
      
| 
          Banner Of Recruitment
          
           
              The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
             
           | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
              
                Banner Of Recruitment
                
                 
                    The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                   
                 | 
      
| 
          Flaming Standard
          
           
              The bearer’s unit gains Flaming Attacks (Melee & Shooting).
             
           | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                   
                 | 
      
| 
          Runic Standard of Dismay
          
           
              Charge Range rolls against the bearer’s unit are Minimised.
             
           | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
              
                Runic Standard of Dismay
                
                 
                    Charge Range rolls against the bearer’s unit are Minimised.
                   
                 | 
      
| 
          Runic Standard of Grudges
          
           
              Ancient Grudge (1).
             
           | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
              
                Runic Standard of Grudges
                
                 
                    Ancient Grudge (1).
                   
                 | 
      
| 
          Runic Standard of Steadiness
          
           
              One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
             
           | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
              
                Runic Standard of Steadiness
                
                 
                    One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
                   
                 | 
      
| 
          Runic Standard of Swiftness
          
           
              The bearer’s unit gains Vanguard.
             
           | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
              
                Runic Standard of Swiftness
                
                 
                    The bearer’s unit gains Vanguard.
                   
                 | 
      
| 
          Runic Standard of the Anvil
          
           
              Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
             
           | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
              
                Runic Standard of the Anvil
                
                 
                    Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
                   
                 | 
      
| 
          Runic Standard of the Hold
          
           
              The bearer’s unit gains Resolute (1).
             
           | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
              
                Runic Standard of the Hold
                
                 
                    The bearer’s unit gains Resolute (1).
                   
                 | 
      
| 
          Runic Standard of Wisdom
          
           
              Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
             
           | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
              
                Runic Standard of Wisdom
                
                 
                    Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
                   
                 | 
      
| 
          Sheltering Standard
          
           
              Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
             
           | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
      
| 
          Stalker’s Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 |