Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
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          Release the Hounds
          
           
              Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
             
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                Lâchez les chiens
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Release the Hounds
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Release the Hounds
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Release the Hounds
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Liberare i segugi
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Release the Hounds
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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                Release the Hounds
                
                 
                    Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.
                   
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          Path of the Favoured
          
           
              Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
             
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                Voie de la Faveur
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Path of the Favoured
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Path of the Favoured
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Path of the Favoured
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Cammino del favorito
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Path of the Favoured
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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                Path of the Favoured
                
                 
                    Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.
                   
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          Distracting
          
           
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             
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                Perturbant
                
                 
                    Les Attaques de corps à corps allouées à la figurine avec cette règle subissent une pénalité de -1 pour toucher.
Cette pénalité ne peut pas être combinée avec un autre modificateur négatif sur le jet pour toucher.
                   
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                Ablenkend
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracción
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distrarre
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Отвлечение
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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          Ambush
          
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                Embuscade
                
                 
                    À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Embuscade doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement. Déployez l'armée normalement sauf les unités désignées. À partir de votre deuxième Tour de jeu, lancez un dé pour chaque unité en Embuscade à la fin de l'étape 2 de la Séquence de la phase de mouvement, après avoir déplacé les unités avec un Mouvement aléatoire. Une fois tous les dés lancés, chaque unité pour laquelle un 3+ a été obtenu peut entrer sur le champ de bataille depuis n'importe quel bord de table. Positionnez l'unité avec l'intégralité de son rang arrière en contact avec un bord de table. Elle est ensuite libre de se déplacer mais ne peut pas effectuer de Marche forcée, et aucune figurine ne doit finir à plus de la valeur de sa Caractéristique de Pas cadencé du bord de table. Si une unité en Embuscade n'a pas pu entrer sur le champ de bataille, en ratant ses jets sur 3+, à la fin de la partie, elle comme ayant été détruite. Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade s'il peut la rejoindre dans des conditions normales. Déclarez-le alors au moment de déterminer quelles unités de l'armée sont en Embuscade. Dans ce cas, lancez un seul dé pour l'Unité combinée. Jusqu'à son arrivée sur le champ de bataille, une unité en Embuscade ne peut effectuer aucune action et tous ses objets, règles et capacités sont inutilisables.
                   
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                Hinterhalt
                
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                Ambush
                
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                Emboscada
                
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                Agguato
                
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                Ambush
                
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                Засада
                
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          Tall
          
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                Une tête au dessus
                
                 
                    La figurine compte comme ayant une Taille supérieure d'un cran (jusqu'à Gigantesque) pour déterminer les Lignes de vue et les Couverts par rapport aux autres figurines de la même Taille sans la règle Une tête au dessus.
                   
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                Überragend
                
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                Tall
                
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                Alto
                
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                Alto
                
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                Tall
                
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                Высокий
                
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          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
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                Harnaché
                
                 
                    Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
                   
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                Angeschirrt
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Contenidos
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Imbrigliato
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Harnessed
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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                Ездовой
                
                 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   
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          Fear
          
           
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             
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                Peur
                
                 
                    Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   
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                Angst
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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                Fear
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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                Miedo
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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                Paura
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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                Fear
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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                Страх
                
                 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   
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          Wizard Apprentice
          
           
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             
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                Apprenti magicien
                
                 
                    - Connaît 1 sort.
- Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts
.
                   
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                Zau- bernovize
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Wizard Apprentice
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Aprendiz Hechicero
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Mago Apprendista
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Wizard Apprentice
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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                Младший маг
                
                 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir la règle « Parade ».
                   
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                Handwaffe
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma de Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma a Una Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Одноручное оружие
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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          Light Armour
          
           
              Armor +1
             
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                Armure légère
                
                 
                    Armure +1
                   
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                Leichte Rüstung
                
                 
                    Armor +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Armadura Ligera
                
                 
                    Armor +1
                   
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                Armatura Leggera
                
                 
                    armatura +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Легкий доспех
                
                 
                    Armor +1
                   
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          Heavy Armour
          
           
              +2 Armor
             
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                Armure lourde
                
                 
                    +2 Armure
                   
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                Schwere Rüstung
                
                 
                    +2 Armor
                   
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                Heavy Armour
                
                 
                    +2 Armor
                   
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                Armadura Pesada
                
                 
                    +2 Armor
                   
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                Armatura Pesante
                
                 
                    armatura +2
                   
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                Heavy Armour
                
                 
                    +2 Armor
                   
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                Тяжелый доспех
                
                 
                    +2 Armor
                   
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          Åsklander Battle Fever
          
           
              Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
             
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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                Åsklander Battle Fever
                
                 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.
                   
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          Poison Attacks
          
           
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             
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                Attaque empoisonnée
                
                 
                    Attaques & Armes, Mêlée, Tir : Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de '6'. Une Attaque de tir suivant la règle Tir désespéré blesse automatiquement si le premier jet pour toucher a donné un résultat naturel de '6'. Notez que le second jet pour toucher doit toujours réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec la règle Attaque de zone, Attaque pénétrante ou Ardeur guerrière par exemple), seule une touche au choix de l'attaquant blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
                   
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                Giftattacken
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ataques Envenenados
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Attacchi Venefici
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ядовитые атаки
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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| 
          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
           | 
              
                Avant-garde
                
                 
                    Après le Déploiement (y-compris des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″.
Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc.
La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité.
Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement.
Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur.
Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier.
Si les deux joueurs désirent faire des déplacements d'Avant-garde, ils alternent les déplacements, une unité après l'autre, en commençant par le joueur qui a fini de se déployer en dernier.
Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
                   
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                Vorhut
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Avanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Авангард
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
      
| 
          Insignificant
          
           | 
              
                Insignifiant
                
                 
                    Les unités composées entièrement de figurines avec cette règle ne provoquent pas de tests de Panique chez les unités alliées sans cette règle. Seuls les Personnages avec la règle Insignifiant peuvent rejoindre des unités avec cette règle.
                   
                 | 
              
                Bedeutungslos
                
                 | 
              
                Insignificant
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificant
                
                 | 
              
                Незначи- тельный
                
                 | 
      
| 
          Hard Target
          
           | 
              
                Cible difficile
                
                 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher.
Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
                   
                 | 
              
                Schwieriges Ziel
                
                 | 
              
                Hard Target
                
                 | 
              
                Objetivo Difícil
                
                 | 
              
                Bersaglio Difficile
                
                 | 
              
                Hard Target
                
                 | 
              
                Сложная цель
                
                 | 
      
| 
          Berserker's Bear Pelt
          
           
              Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
             
           | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
              
                Berserker's Bear Pelt
                
                 
                    Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy, Fearless, Battle Focus, Lightning Reflexes, and +1 Strength. Effects lasts for the remainder of the game.
                   
                 | 
      
| 
          Multiple Wounds
          
           
              Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
             
           | 
              
                Blessures multiples
                
                 
                    Attaques & Armes, Mêlée
Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans « Blessures multiples (1D3) », lancez un dé pour chaque blessure concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la Caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille. Par exemple, si une attaque avec Blessures Multiples (1D6) blesse un Troll (PV 3), et qu'un '5' est
Sommaire 97 Règles spéciales
obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si l'unité de Troll avait déjà perdu un ou deux Points de vie précédemment dans la bataille.
Si Ailes Mutilées est précisé après la valeur X, toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle Vol est multipliée par X+1 plutôt que X.
                   
                 | 
              
                Multiple Lebenspunktverluste
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Multiple Wounds
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Heridas Múltiples (X)
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Ferite Multiple
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Multiple Wounds
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Множественные раны
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
      
| 
          Bodyguard
          
           
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             
           | 
              
                Garde du corps
                
                 
                    Un Personnage qui rejoint une unité qui contient au moins une figurine avec cette règle gagne la règle Tenace. Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
                   
                 | 
              
                Leibwache
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardaespaldas
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardia del Corpo
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Телохранитель
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
      
| 
          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
           | 
              
                Bouclier
                
                 
                    +1 Armure
                   
                 | 
              
                Schild
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Escudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Scudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Щит
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
      
| 
          Scoring
          
           
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             
           | 
              
                Capture
                
                 
                    Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires.
Toute armée se doit d'avoir quelques Unités de capture pour pouvoir disputer les Objectifs secondaires, c'est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d'armée par la présence d'un icône représentant un fanion :
La règle Capture peut être perdue au cours d'une partie :
● Une unité perd la règle Capture tant qu'elle est en fuite.
● Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
● Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu'à la fin du Tour de joueur.
                   
                 | 
              
                Punktend
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Scoring
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Unidad que Puntúa
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Presidiante
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Scoring
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
              
                Захват
                
                 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   
                 | 
      
| 
          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
           | 
              
                Sans peur
                
                 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique. De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur.
                   
                 | 
              
                Furchtlos
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Coraje
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Impassibile
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Бесстрашие
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
      
| 
          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
           | 
              
                Course rapide
                
                 
                    Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite.
En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
                   
                 | 
              
                Schnelle Bewegung
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Zancada Veloz
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Falcata Rapida
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Стремительность
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
      
| 
          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 son Bonus de rangs ou 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 figurine n'est considérée comme possédant cette règle que lorsqu'elle 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.
                   
                 | 
      
| 
          Deeds not Words
          
           
              Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
             
           | 
              
                Des actes, pas des paroles
                
                 
                    Attribut d’attaque.
L’élément de figurine gagne Ardeur guerrière lorsqu’il est au sein d’une unité comportant des figurines ordinaires avec la règle Fièvre guerrière.
                   
                 | 
              
                Deeds not Words
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
              
                Deeds not Words
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
              
                Deeds not Words
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
              
                Fatti non parole
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
              
                Deeds not Words
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
              
                Deeds not Words
                
                 
                    Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Feigned Flight
          
           
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             
           | 
              
                Repli tactique
                
                 
                    Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
                   
                 | 
              
                Vorgetäuschte Flucht
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Feigned Flight
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Huida Simulada
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Fuga Simulata
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Feigned Flight
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Тактический отход
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
      
| 
          Fortitude
          
           
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             
           | 
              
                Fortitude
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Zähigkeit
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Fortitude
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Fortaleza
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Tempra
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Fortitude
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Живучесть
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
      
| 
          Freezing Mist
          
           
              Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
             
           | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
              
                Freezing Mist
                
                 
                    Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
                   
                 | 
      
| 
          Giant See, Giant do
          
           
              Universal Rule.
The model gains Åsklander Battle Fever and Shield.
             
           | 
              
                Géant voit, géant fait
                
                 
                    Règle universelle.
La figurine gagne Fièvre guerrière.
                   
                 | 
              
                Giant See, Giant do
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
              
                Giant See, Giant do
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
              
                Giant See, Giant do
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
              
                Gigante vede, gigante fa
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
              
                Giant See, Giant do
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
              
                Giant See, Giant do
                
                 
                    Universal Rule.
The model gains Åsklander Battle Fever and Shield.
                   
                 | 
      
| 
          Hell-Forged Armour
          
           
              Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
             
           | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
              
                Hell-Forged Armour
                
                 
                    Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   
                 | 
      
| 
          Inanimate
          
           
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             
           | 
              
                Inanimé
                
                 
                    Mêlée
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir.
Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
                   
                 | 
              
                Unbelebt
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
              
                Inanimate
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
              
                Inanimado
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
              
                Inanimato
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
              
                Inanimate
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
              
                Механизм
                
                 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   
                 | 
      
| 
          Jarl
          
           
              Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
             
           | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
              
                Jarl
                
                 
                    Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.
                   
                 | 
      
| 
          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 cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée.
Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée.
Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart.
Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement.
Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec l'unité.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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 que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
                   
                 | 
              
                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".
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attribut d’attaque – Corps à corps.
Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d’Attaque.
Chaque fois qu’elle gagne un Point de vie, elle subit un malus de –1 en valeur d’Attaque.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
              
                Rabbia
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   
                 | 
      
| 
          Troll Belch
          
           
              Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
             
           | 
              
                Vomi de troll
                
                 
                    Attaque spéciale.
Cette Attaque spéciale est résolue au Palier d’initiative de la figurine.
Choisissez une unité ennemie que la figurine serait capable de cibler avec des Attaques de corps à corps.
Cette unité subit une touche, résolue à Force 5, Pénétration d’armure 10.
Si cette Attaque spéciale est utilisée, la figurine ne peut pas effectuer d’Attaque de corps à corps.
                   
                 | 
              
                Troll Belch
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
              
                Troll Belch
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
              
                Troll Belch
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
              
                Rutto di troll
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
              
                Troll Belch
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
              
                Troll Belch
                
                 
                    Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
                   
                 | 
      
| 
          Spiked Shield
          
           
              Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
             
           | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
              
                Spiked Shield
                
                 
                    Armour Equipment.
Models on foot only.
Shields. 
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   
                 | 
      
| 
          Stupid
          
           
              Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
             
           | 
              
                Stupide
                
                 
                    Règle universelle.
Au début de votre Tour de joueur, chacune de vos unités dont au moins une figurine possède Stupide doit passer un Test de discipline si elle n’est pas en fuite ou engagée au combat.
Si le test est raté, toutes les figurines de l’unité suivent la règle Ébranlés jusqu’à la fin du Tour de joueur ; de plus lors de la Phase de mouvement suivante, juste après l’étape du Ralliement des unités en fuite, l’unité doit avancer de 1D6″ tout droit, en s’arrêtant à 1″ des Terrains infranchissables et des autres unités.
                   
                 | 
              
                Stupid
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
              
                Stupid
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
              
                Stupid
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
              
                Stupido
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
              
                Stupid
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
              
                Stupid
                
                 
                    Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately  after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Eyratöki
          
           
              The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
             
           | 
              
                Eyratöki
                
                 
                    Le porteur gagne [b]Attaque écrasante[/b]. Ilpeut effectuer deux Attaques écrasantes par Manche de combat au lieu d’une (à condition qu’il ait déclaré vouloirutiliser son [b]Attaque écrasante[/b] à la fin de l’étape 4 de la Séquence d’une Manche de combat, commed’habitude).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
              
                Eyratöki
                
                 
                    The wielder gains [b]Crush Attack[/b], and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
                   
                 | 
      
| 
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
              
                Alliage d'alchimiste
                
                 
                    Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Lega dell'alchimista
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
              
                Alchemist's Alloy
                
                 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   
                 | 
      
| 
          Destiny's Call
          
           
              The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
             
           | 
              
                Appel du destin
                
                 
                    Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
              
                Destiny's Call
                
                 
                    The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                   
                 | 
      
| 
          Gunagr’s Armour
          
           
              The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
             
           | 
              
                Armure de Gunagr
                
                 
                    Le porteur gagne[b]Sans peur[/b] et ne peut [b]jamais[/b] être blessé sur un résultat meilleur que 4+.
                   
                 | 
              
                Gunagr’s Armour
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
              
                Gunagr’s Armour
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
              
                Gunagr’s Armour
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
              
                Armatura di Gunagr
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
              
                Gunagr’s Armour
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
              
                Gunagr’s Armour
                
                 
                    The bearer gains [b]Fearless[/b] andcan [b]never[/b] be wounded on better than 4+.
                   
                 | 
      
| 
          Harp of Bragi
          
           
              The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
             
           | 
              
                Harpe de Bragi
                
                 
                    La portée des règles [b]Présence impérieuse[/b] et [b]Ralliement audrapeau[/b] du porteur est [b]toujours[/b] de 18″.
                   
                 | 
              
                Harp of Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
              
                Harp of Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
              
                Harp of Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
              
                Arpa di Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
              
                Harp of Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
              
                Harp of Bragi
                
                 
                    The range of the bearer’s Commanding Presence or Rally Around the Flag is[b]always[/b] 18″.
                   
                 | 
      
| 
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
              
                Baguette de bataille
                
                 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Scettro da battaglia
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
              
                Rod of Battle
                
                 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
              
                Bâton de dragon
                
                 
                    Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Bastone del drago
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
              
                Dragon Staff
                
                 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   
                 | 
      
| 
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    Usage unique. Peut être activé au début de la Phase de magie.
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs).
Cette figurine ne peut lancer ce sort durant cette Phase de magie.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
      
| 
          Byargfylli
          
           
              Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
             
           | 
              
                Bjargfylli
                
                 
                    Les attaques effectuées avec cette arme gagnent [b]Attaque divine[/b],[b]Attaque magique[/b], [b]Coup fatal[/b] et [b]Réflexes foudroyants[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
              
                Byargfylli
                
                 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]MagicalAttacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   
                 | 
      
| 
          Blessed Inscriptions
          
           
              Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
             
           | 
              
                Inscriptions bénies
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Iscrizioni benedette
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
              
                Blessed Inscriptions
                
                 
                    Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                   
                 | 
      
| 
          Book of Arcane Mastery
          
           
              The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
             
           | 
              
                Grimoire de maîtrise cabalistique
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
              
                Book of Arcane Mastery
                
                 
                    The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                   
                 | 
      
| 
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
              
                Bottes du forestier
                
                 
                    Uniquement figurines d'Infanterie de taille Standard.
Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (jusqu'à un maximum de respectivement 10 et 20).
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
              
                Ranger's Boots
                
                 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   
                 | 
      
| 
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
             
           | 
              
                Boule de cristal
                
                 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Sfera di cristallo
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
              
                Crystal Ball
                
                 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                   
                 | 
      
| 
          Shield Breaker
          
           
              Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
              
                Brise-bouclier
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Frantuma scudi
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
      
| 
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
              
                Charme de chance
                
                 
                    Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
              
                Héritage magique
                
                 
                    Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Cimelio magico
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
      
| 
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
             
           | 
              
                Lumière purifiante
                
                 
                    Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Luce purificante
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Cleansing Light
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
      
| 
          Hero's Heart
          
           
              The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
             
           | 
              
                Coeur de héros
                
                 
                    Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise.
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
              
                Hero's Heart
                
                 
                    The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                   
                 | 
      
| 
          Crown of the Wizard King
          
           
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             
           | 
              
                Couronne du roi-magicien
                
                 
                    Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie.
Le porteur ne peut choisir le Sort héréditaire de son Armée.
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Corona del re mago
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
      
| 
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
              
                Couronne d'autocratie
                
                 
                    Le porteur gagne +1 en Discipline.
Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10.
Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Corona dell'autarchia
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   
                 | 
      
| 
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
             
           | 
              
                Crépuscule forgé
                
                 
                    Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Vespertino (Scudo)
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                   
                 | 
      
| 
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
              
                Trompe-la-mort
                
                 
                    Le porteur gagne +1 en Armure et la règle Régénération (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Mortifrago
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
      
| 
          Supernatural Dexterity
          
           
              The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
             
           | 
              
                Dextérité surnaturelle
                
                 
                    Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Destrezza ultraterrena
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                   
                 | 
      
| 
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
              
                Gemme de feu dragon
                
                 
                    Le porteur gagne la règle À l'épreuve du feu.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Gemma draconica
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
              
                Essence de libre pensée
                
                 
                    Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une.
Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
      
| 
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
              
                Essence de mithril
                
                 
                    Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
              
                Essence of Mithril
                
                 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   
                 | 
      
| 
          Titanic Might
          
           
              Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
             
           | 
              
                Force des titans
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Forza titanica
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
              
                Titanic Might
                
                 
                    Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                   
                 | 
      
| 
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
              
                Protection fantômatique
                
                 
                    Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   
                 | 
      
| 
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
              
                Glyphe de saule
                
                 
                    Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade.
Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
              
                Willow's Ward
                
                 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   
                 | 
      
| 
          King Slayer
          
           
              The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
              
                Tueuse de rois
                
                 
                    Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur.
Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                Sterminatrice di re
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
      
| 
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
              
                Manchons foudroyants
                
                 
                    Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Vambraci del lampo
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Lightning Vambraces
                
                 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   
                 | 
      
| 
          Norn’s Bones
          
           
              The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
             
           | 
              
                Os de Norn
                
                 
                    Le porteur peut sélectionner ses sorts parmi tous les Sorts appris de sa Voie demagie et le Sort héréditaire de son armée, quand bien même il n’est qu’[b]Apprenti[/b] ou [b]Adepte magicien[/b].
                   
                 | 
              
                Norn’s Bones
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
              
                Norn’s Bones
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
              
                Norn’s Bones
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
              
                Ossa di Norn
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
              
                Norn’s Bones
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
              
                Norn’s Bones
                
                 
                    The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
                   
                 | 
      
| 
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
              
                Roc d'obsidienne
                
                 
                    Le porteur gagne la règle Résistance à la magie (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Pietra d'ossidiana
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
      
| 
          Potion of Strength
          
           
              One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
              
                Potion de force
                
                 
                    Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
              
                Potion of Strength
                
                 
                    One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
              
                Potion de rapidité
                
                 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
      
| 
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
              
                Sceptre de pouvoir
                
                 
                    Dominant.
Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Scettro del potere
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
              
                Sceptre of Power
                
                 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   
                 | 
      
| 
          Symbol of Slaughter
          
           
              Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
             
           | 
              
                Symbole du massacre
                
                 
                    Lorsqu’il emploie cette arme, le porteur gagne+2 en Agilité, +2 en valeur d’Attaque et [b]Attaque magique[/b]. Les Attaques de corps à corps allouées à la figurinedu porteur gagnent un bonus de +1 pour toucher.
                   
                 | 
              
                Symbol of Slaughter
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
              
                Symbol of Slaughter
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
              
                Symbol of Slaughter
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
              
                Simbolo del massacro
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
              
                Symbol of Slaughter
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
              
                Symbol of Slaughter
                
                 
                    Attacks with this weapon become [b]MagicalAttacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    The bearer gains Channel (1).
                   
                 | 
      
| 
          Touch of Greatness
          
           
              Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
              
                Touché par la grâce
                
                 
                    Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d'arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Tocco di grandigia
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
              
                Icône éthérée
                
                 
                    L'unité du porteur gagne la règle Résistance à la magie (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Icona d'etere
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   
                 | 
      
| 
          Banner of Discipline
          
           
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             
           | 
              
                Bannière de Discipline
                
                 
                    L'unité du porteur peut relancer ses Tests de panique ratés.
Si le Porteur de la grande bannière ou le Général fait partie de l'unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique et tous ses Tests de décimation.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Insegna della disciplina
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   
                 | 
      
| 
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
              
                Bannière de vitesse
                
                 
                    Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Insegna della velocit
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   
                 | 
      
| 
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
              
                Bannière de la compagnie infatigable
                
                 
                    Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle.
Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur.
Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Insegna della compagnia implacabile
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
              
                Banner of the Relentless Company
                
                 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   
                 | 
      
| 
          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
           | 
              
                Bannière ardente
                
                 
                    Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur.
L'unité du porteur gagne la règle Attaques enflammées.
Si elle est activée au combat, ses effets durent jusqu'à ce que l'unité du porteur ne soit plus Engagée au combat.
Si elle est activée avant de tirer avec l'unité du porteur, ses effets durent jusqu'à la fin de la Phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Stendardo infuocato
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   
                 | 
      
| 
          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
           | 
              
                Bannière de la légion
                
                 
                    L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des  bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Stendardo della legione
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
              
                Legion Standard
                
                 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   
                 | 
      
| 
          Raven Banner
          
           
              The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
             
           | 
              
                Bannière du corbeau
                
                 
                    L’unité du porteur gagne [b]Ardeur guerrière[/b], [b]Frénésie[/b] et [b]Sanspeur[/b].
                   
                 | 
              
                Raven Banner
                
                 
                    The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   
                 | 
              
                Raven Banner
                
                 
                    The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   
                 | 
              
                Raven Banner
                
                 
                    The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   
                 | 
              
                Stendardo del corvo
                
                 
                    L'unit del portatore ottiene Paura
                   
                 | 
              
                Raven Banner
                
                 
                    The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   
                 | 
              
                Raven Banner
                
                 
                    The bearer’s unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   
                 | 
      
| 
          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
              
                Bannière du rôdeur
                
                 
                    L'unité du porteur gagne la règle Guide.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stendardo dell'oppressore
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
      
| 
          Rending Banner
          
           
              One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
             
           | 
              
                Bannière lacérante
                
                 
                    Cet Enchantement peut être activé au début d'une Manche de combat.
les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 | 
              
                Insegna lacerante
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                   
                 |