Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
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          Distracting
          
           
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             
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                Perturbant
                
                 
                    Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher.
Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
                   
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                Ablenkend
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracción
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distrarre
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Distracting
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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                Отвлечение
                
                 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   
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          Afflict
          
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                Afflict
                
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                Afflict
                
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                Afflict
                
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                Afflict
                
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                Afflict
                
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                Afflict
                
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                Afflict
                
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          Ambush
          
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                Embuscade
                
                 
                    Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles
unités utiliseront cette règle à l’étape 8 de la  Séquence de pré-partie  (juste après la Sélection des sorts), en commençant
par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un  Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes :
• Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu.
• Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir.
• Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite.
• Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle  Capture  pour le restant de la partie.
• Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée.
• Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
                   
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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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          Extra Support
          
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                Attaque de soutien
                
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                Extra Support
                
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                Extra Support
                
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                Apoyo Extra
                
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                Supporto Aggiuntivo
                
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                Extra Support
                
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                Дополнительная поддержка
                
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          Bow
          
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                Arc
                
                 
                    Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
                   
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                Bogen
                
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                Bow
                
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                Arco
                
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                Arco
                
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                Bow
                
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                Лук
                
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          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
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                Arme lourde
                
                 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   
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                Zweihandwaffe
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Arma a Dos Manos
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Grande Arma
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Двуручное оружие
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   
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                Handwaffe
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma de Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma a Una Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Одноручное оружие
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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          Light Armour
          
           
              Armor +1
             
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                Armure légère
                
                 
                    +1 en Armure
                   
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                Leichte Rüstung
                
                 
                    Armor +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Armadura Ligera
                
                 
                    Armor +1
                   
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                Armatura Leggera
                
                 
                    armatura +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Легкий доспех
                
                 
                    Armor +1
                   
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          Throwing Weapons
          
           
              Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
             
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                Armes de jet
                
                 
                    Portée  8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
                   
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                Wurfwaffen
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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                Throwing Weapons
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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                Armas Arrojadizas
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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                Armi da Lancio
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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                Throwing Weapons
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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                Метательное оружие
                
                 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   
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          Paired Weapons
          
           
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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                Paire d'armes
                
                 
                    À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle  Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
                   
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                Waffenpaar
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Armas Emparejadas
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Coppia d'Armi
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Paired Weapons
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Парное оружие
                
                 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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          Crush Attack
          
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                Attaque écrasante
                
                 
                    Corps à corps
À la fin de l’étape 4 de la  Séquence d’une Manche de combat  (juste après avoir provoqué et accepté les Duels), l’élément de figurine peut annoncer qu’il utilisera son Attaque écrasante au cours de cette Manche de combat. S’il le choisit, il effectue une unique Attaque de corps à corps, résolue au  Palier d’initiative  0 avec Force 10, Pénétration d’armure 10 (quelles que soient l’Agilité, la Force et la Pénétration d’armure de la figurine) et la règle  Blessures multiples (1D3+1) . Les restrictions suivantes s’appliquent aux Attaques écrasantes :
• Une Attaque écrasante ne peut pas être faite en tant qu’ Attaque de soutien .
• Une Attaque écrasante ne bénéficie jamais des armes et autres Attributs d’attaque de l’élément de figurine.
• L’élément de figurine ne peut porter aucune autre Attaque de corps à corps durant cette Manche de combat (y compris d’autres Attaques écrasantes, mais il peut toujours utiliser ses Attaques spéciales telles que Piétinement ou Touches d’impact).
                   
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                Zerschmet- tern
                
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                Crush Attack
                
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                Ataque Aplastador
                
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                Attacco Distruttivo
                
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                Crush Attack
                
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                Сокрушающий удар
                
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          Poison Attacks
          
           
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             
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                Attaque empoisonnée
                
                 
                    Corps à corps, Tir
Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’.
Une Attaque de tir suivant la règle  Tir désespéré  ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
Si une attaque peut occasionner plusieurs touches (avec les règles  Attaque de zone  ou  Ardeur guerrière  par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
                   
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                Giftattacken
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ataques Envenenados
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Attacchi Venefici
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Poison Attacks
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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                Ядовитые атаки
                
                 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   
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          Grind Attacks
          
           
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             
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                Attaque de broyage
                
                 
                    Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine.
 Sommaire   Séquence pré-partie   Conditions de victoire  130  Terrains et décors   Règles de figurines   Index  Si une figurine dispose d’Attaque de broyage et de  Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
                   
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                Zermahlen
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Ataques Pulverizadores
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Attacchi Stritolanti
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Пере- малывающая атака
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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          Stomp Attacks
          
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                Attaque de piétinement
                
                 
                    Au  Palier d’initiative  0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine.
Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle  Harnaché  peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
                   
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                Niedertrampeln-Attacke
                
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                Stomp Attacks
                
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                Golpetazo
                
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                Attacchi di Calpestamento
                
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                Stomp Attacks
                
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                Растаптывание
                
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          Attached
          
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                Rattaché
                
                 | 
              
                Attached
                
                 | 
              
                Attached
                
                 | 
              
                Dependiente
                
                 | 
              
                Scorta
                
                 | 
              
                Attached
                
                 | 
              
                Прикрепленный
                
                 | 
      
| 
          Impact Hits
          
           
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             
           | 
              
                Touches d'impact
                
                 
                    Au  Palier d’initiative  10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage  et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle  Harnaché  ou  Inanimé  d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
                   
                 | 
              
                Aufpralltreffer
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Impact Hits
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Impactos por Carga
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Colpi d'Impatto
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Impact Hits
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
              
                Таранные попадания
                
                 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   
                 | 
      
| 
          Beast
          
           | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
      
| 
          Beastie Whisperer
          
           
              Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
             
           | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
              
                Beastie Whisperer
                
                 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   
                 | 
      
| 
          Insignificant
          
           | 
              
                Insignifiant
                
                 
                    Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de  Test de panique  que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
                   
                 | 
              
                Bedeutungslos
                
                 | 
              
                Insignificant
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificante
                
                 | 
              
                Insignificant
                
                 | 
              
                Незначи- тельный
                
                 | 
      
| 
          Hard Target
          
           | 
              
                Cible difficile
                
                 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
                   
                 | 
              
                Schwieriges Ziel
                
                 | 
              
                Hard Target
                
                 | 
              
                Objetivo Difícil
                
                 | 
              
                Bersaglio Difficile
                
                 | 
              
                Hard Target
                
                 | 
              
                Сложная цель
                
                 | 
      
| 
          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
           | 
              
                Bouclier
                
                 
                    +1 en Armure
Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
                   
                 | 
              
                Schild
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Escudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Scudo
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Shield
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
              
                Щит
                
                 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   
                 | 
      
| 
          Brood Rivalry
          
           
              Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
             
           | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
              
                Brood Rivalry
                
                 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   
                 | 
      
| 
          Devastating Charge
          
           
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             
           | 
              
                Charge dévastatrice
                
                 
                    Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo,  Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement  et  Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
                   
                 | 
              
                Vernichtender Angriff
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carga Devastadora
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Carica Devastante
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Devastating Charge
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
              
                Опустошительное нападение
                
                 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   
                 | 
      
| 
          Hidden
          
           | 
              
                Dissimulé
                
                 | 
              
                Hidden
                
                 | 
              
                Hidden
                
                 | 
              
                Oculto
                
                 | 
              
                Celato
                
                 | 
              
                Hidden
                
                 | 
              
                Сокрытый
                
                 | 
      
| 
          Construct
          
           | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
      
| 
          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
           | 
              
                Sans peur
                
                 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   
                 | 
              
                Furchtlos
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Coraje
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Impassibile
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Бесстрашие
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
      
| 
          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
           | 
              
                Course rapide
                
                 
                    Une unité entièrement composée de figurines avec cette règle est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   
                 | 
              
                Schnelle Bewegung
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Zancada Veloz
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Falcata Rapida
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Стремительность
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
      
| 
          Creepy-Crawlies
          
           
              The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
             
           | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
              
                Creepy-Crawlies
                
                 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   
                 | 
      
| 
          Crude Weapons
          
           
              Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
             
           | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
              
                Crude Weapons
                
                 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   
                 | 
      
| 
          Stubborn
          
           
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             
           | 
              
                Tenace
                
                 
                    Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un  Test de moral  ou un Test de discipline pour faire une  Reformation de combat .
                   
                 | 
              
                Unnachgiebig
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Tozudo
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Determinato
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Упорный
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
      
| 
          Disciplined
          
           | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
      
| 
          Scout
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             
           | 
              
                Éclaireur
                
                 
                    Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la  Séquence pré-partie  (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
                   
                 | 
              
                Kundschafter
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Scout
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Exploradores
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Esploratore
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Scout
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
              
                Разведчик
                
                 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   
                 | 
      
| 
          Emplacement
          
           | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
      
| 
          Terror
          
           
              The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
             
           | 
              
                Terreur
                
                 
                    Une unité dont plus de la moitié des figurines a cette règle est immunisée aux effets de la Terreur. Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit immédiatement faire un  Test de panique ,
avant de déclarer sa Réaction à la charge. Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
                   
                 | 
              
                Entsetzen
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terrore
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Ужас
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
      
| 
          Exclusive
          
           | 
              
                Exclusif
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusive
                
                 | 
              
                Exclusivo
                
                 | 
              
                Esclusivo
                
                 | 
              
                Exclusive
                
                 | 
              
                Предпочтение
                
                 | 
      
| 
          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
                
                 
                    Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas  Ébranlée . De plus, la  Reformation  qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un  Test de panique  échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Fly
          
           
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             
           | 
              
                Vol
                
                 
                    Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un  Mouvement de charge , un  Mouvement simple  ou une  Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la  Règle du pouce d’écart  à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
                   
                 | 
              
                Fliegen
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Fly
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Volar
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Volo
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Fly
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
              
                Полет
                
                 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   
                 | 
      
| 
          Force of Destruction
          
           
              The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
             
           | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
              
                Force of Destruction
                
                 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   
                 | 
      
| 
          Regeneration
          
           
              Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
             
           | 
              
                Fortitude
                
                 
                    La Fortitude est une  Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des  Attaques enflammées ,
ni des attaques avec la règle  Coup fatal  pour lesquelles un ‘6’ a été obtenu pour blesser.
                   
                 | 
              
                Zähigkeit
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Regeneration
                
                 
                    Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
                   
                 | 
              
                Fortaleza
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Tempra
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
              
                Regeneration
                
                 
                    Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
                   
                 | 
              
                Живучесть
                
                 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   
                 | 
      
| 
          Frenzy
          
           
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             
           | 
              
                Frénésie
                
                 
                    Au début de la Phase de charge, chacune de vos unités incluant au moins une figurine ayant la règle Frénésie qui pourrait déclarer une charge (c’est-à-dire qu’elle n’est pas engagée au combat, ni en fuite et ne contient aucune figurine Ébranlée) et qui a une unité ennemie dans son arc avant se trouvant à une distance inférieure à sa valeur de Mouvement simple +7″ doit passer un  Test de discipline , appelé « Test de frénésie ». Si ce test échoue, toute l’unité doit, si possible, déclarer une charge à ce Tour de ce joueur.
Au cas où l’unité aurait la possibilité d’utiliser différentes valeurs de Mouvement simple, la valeur utilisée pour le Test de frénésie et pour la Portée de charge est déterminée comme suit :
• Si une figurine a plus d’une valeur de Mouvement simple (par ex., du fait de la règle  Vol ), elle doit utiliser la valeur qui lui donne le plus de chance de réussir une charge (exemple : une figurine avec une valeur de Mouvement simple de 2″ et Vol (8″, 16″) doit utiliser la valeur de Mouvement simple de la règle Vol, qui est de 8″).
• Si une unité contient des figurines avec différentes valeurs de Mouvement simple, l’unité doit utiliser la valeur la plus élevée que l’ensemble des figurines de l’unité peut utiliser, qui est en général la valeur de Mouvement simple la plus petite dans l’unité (exemple : un Personnage dans une unité combinée a une valeur de Mouvement simple de 4″, alors que cette valeur est de 6″ pour les figurines ordinaires de l’unité : l’unité combinée utilise la valeur de Mouvement simple de 4″).
Les Tests de frénésie et les Tests de refrènement de poursuite effectués par les unités dont au moins une figurine a la règle Frénésie sont sujets aux règles de  Jet maximisé .
Remarque : lorsqu’une unité est forcée de déclarer une charge en raison d’un Test de frénésie raté, elle n’est pas forcée de déclarer cette charge sur l’unité ennemie qui a provoqué ce test.
                   
                 | 
              
                Raserei
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
              
                Frenzy
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
              
                Frenesí
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
              
                Furia
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
              
                Frenzy
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
              
                Бешенство
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
                 | 
      
| 
          Fury
          
           | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
              
                Fury
                
                 | 
      
| 
          Giant
          
           | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
              
                Giant
                
                 | 
      
| 
          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
           | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
                 | 
      
| 
          Goblin
          
           | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
              
                Goblin
                
                 | 
      
| 
          Goblin Cunning
          
           
              Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
             
           | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
              
                Goblin Cunning
                
                 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   
                 | 
      
| 
          Green Tide
          
           
              Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
             
           | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
              
                Green Tide
                
                 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   
                 | 
      
| 
          Grotling
          
           | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
              
                Grotling
                
                 | 
      
| 
          Hand-and-a-Half
          
           | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
              
                Hand-and-a-Half
                
                 | 
      
| 
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
              
                Tirailleur
                
                 
                    Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
                   
                 | 
              
                Plänkler
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Hostigadores
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Schermagliatore
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                Рассыпной строй
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
      
| 
          Unstable
          
           | 
              
                Instable
                
                 
                    Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de  Test de moral  lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
                   
                 | 
              
                Instabil
                
                 | 
              
                Unstable
                
                 | 
              
                Inestable
                
                 | 
              
                Instabile
                
                 | 
              
                Unstable
                
                 | 
              
                Нестабильность
                
                 | 
      
| 
          Lance
          
           
              Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
             
           | 
              
                Lance de cavalerie
                
                 
                    Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le front de l’unité du porteur gagnent  Charge dévastatrice (+2 Fo, +2 PA) .
L’Infanterie ne peut pas utiliser de Lance de cavalerie.
                   
                 | 
              
                Lanze
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
                 | 
              
                Lance
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
                 | 
              
                Lanza de Caballería
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
                 | 
              
                Lancia Pesante
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
                 | 
              
                Lance
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
                 | 
              
                Рыцарское копье
                
                 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   
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| 
          Spear
          
           | 
              
                Lance
                
                 
                    Les attaques portées avec une Lance gagnent  Combat sur un rang supplémentaire et +1 en Pénétration d’armure.
Les Attaques de corps à corps portées par une Lance gagnent +2 en Agilité et un +1 additionnel en Pénétration d’armure durant la première Manche d’un combat où l’unité de la figurine qui porte la Lance n’est pas en charge et n’est engagée ni de flanc, ni de dos.
Seules les figurines d’Infanterie peuvent utiliser une Lance.
                   
                 | 
              
                Speer
                
                 | 
              
                Spear
                
                 | 
              
                Lanza
                
                 | 
              
                Picca
                
                 | 
              
                Spear
                
                 | 
              
                Копье
                
                 | 
      
| 
          Light Lance
          
           | 
              
                Lance légère
                
                 
                    Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent  Charge dévastatrice (+1 Fo, +1 PA) .
L’Infanterie ne peut pas utiliser de Lance légère.
                   
                 | 
              
                Leichte Lanze
                
                 | 
              
                Light Lance
                
                 | 
              
                Lanza Ligera
                
                 | 
              
                Lancia Leggera
                
                 | 
              
                Light Lance
                
                 | 
              
                Легкое копье
                
                 | 
      
| 
          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
              
                Troupe légère
                
                 
                    Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et  Marches forcées  :
• L’unité peut effectuer un nombre illimité de  Reformations  à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne  Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0  Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
                   
                 | 
              
                Leichte Truppen
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Tropas Ligeras
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Truppe Leggere
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                Легкие войска
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
      
| 
          Weapon Master
          
           | 
              
                Maître d'armes
                
                 
                    À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
                   
                 | 
              
                Waffenmeister
                
                 | 
              
                Weapon Master
                
                 | 
              
                Maestro de Armas
                
                 | 
              
                Maestro d'Armi
                
                 | 
              
                Weapon Master
                
                 | 
              
                Мастер оружия
                
                 | 
      
| 
          Metal Armour
          
           | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
      
| 
          Mindless
          
           | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
              
                Mindless
                
                 | 
      
| 
          Mount
          
           | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
      
| 
          Random Movement
          
           
              The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
             
           | 
              
                Mouvement aléatoire
                
                 
                    À la fin de l’étape 2 de la  Séquence de la Phase de mouvement  (directement après le Ralliement des troupes en fuite),
une unité avec Mouvement aléatoire (X) et qui n’est pas en fuite doit effectuer un  Mouvement de poursuite , avec les exceptions suivantes (lesquelles, sauf indication contraire, ne s’appliquent que pendant la Phase de mouvement) :
• Elle se déplace toujours de la distance indiquée entre parenthèses (X), qui est également utilisée pour déterminer ses Distances de fuite et de poursuite (y compris en cas de  Charge irrésistible ).
• Elle peut choisir librement la direction vers laquelle pivoter avant de lancer les dés de la Distance de poursuite.
• Elle ne peut pas sortir du champ de bataille par un bord de table en utilisant Poursuivre hors de table (mais une partie de son rectangle limite peut chevaucher le bord de table tant qu’il ne s’agit pas de son front).
• Elle ne doit pas effectuer de  Test de terrain dangereux , sauf lorsqu’elle charge.
Plusieurs restrictions s’appliquent à la règle Mouvement aléatoire :
• Une unité avec Mouvement aléatoire ne peut pas déclarer de charge pendant la Phase de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple, etc.). Si vous avez besoin de connaître sa valeur de Marche forcée (par exemple pour déterminer la distance maximale pouvant être parcourue par ses figurines lors d’une  Reformation post-combat ), utilisez la valeur maximale potentielle de X en tant que valeur de Marche forcée (12″ pour une valeur de « 2D6″ », par exemple).
• Une unité avec Mouvement aléatoire ne peut pas effectuer de  Mouvement magique .
• Une unité avec Mouvement aléatoire perd la règle  Course rapide  si elle l’avait, et ne peut jamais gagner cette règle (la valeur X peut tout de même être affectée par d’autres sources donnant les règles  Jet maximisé  ou  Jet minimisé ).
• Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre la moindre unité. De même, une unité avec cette règle ne peut être rejointe par aucun Personnage. Remarque : un Personnage faisant partie d’une unité combinée au moment où cette unité gagne Mouvement aléatoire gagnera cette règle aussi, étant donné qu’il fait déjà partie de cette unité.
• Si l’unité a plusieurs instances de la règle Mouvement aléatoire , utilisez uniquement celle dont la valeur moyenne est la plus basse (en cas d’égalité, choisissez laquelle vous désirez utiliser).
                   
                 | 
              
                Zufällige Bewegung
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Movimento Casuale
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Случайное движение
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
      
| 
          Orc
          
           | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
              
                Orc
                
                 | 
      
| 
          Poisoned Spear
          
           
              Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
             
           | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
              
                Poisoned Spear
                
                 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
      
| 
          Solitary
          
           
              The model may never join units or be joined by other Characters.
             
           | 
              
                Solitaire
                
                 
                    La figurine ne peut [b]jamais[/b] rejoindre une unité ou être rejointe par un Personnage.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
              
                Solitary
                
                 
                    The model may never join units or be joined by other Characters.
                   
                 | 
      
| 
          Surprise!
          
           
              The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
             
           | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
              
                Surprise!
                
                 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   
                 | 
      
| 
          Symbol of the Warborn Alliance
          
           
              The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
             
           | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
              
                Symbol of the Warborn Alliance
                
                 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   
                 | 
      
| 
          Troll
          
           | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
              
                Troll
                
                 | 
      
| 
          Troll Toll
          
           
              Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
             
           | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
              
                Troll Toll
                
                 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   
                 | 
      
| 
          Unprofessional Courtesy
          
           
              Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
             
           | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
              
                Unprofessional Courtesy
                
                 
                    Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
                   
                 | 
      
| 
          Unruly
          
           | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Destiny's Call
          
           
              Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
             
           | 
              
                Appel du destin
                
                 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
              
                Destiny's Call
                
                 
                    Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                   
                 | 
      
| 
          Arcane Volcanist
          
           
              Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
             
           | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
              
                Arcane Volcanist
                
                 
                    Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                   
                 | 
      
| 
          Attack Gnasher
          
           
              The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
             
           | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
              
                Attack Gnasher
                
                 
                    The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
           | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
      
| 
          Binding Scroll
          
           
              May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
      
| 
          Magical Heirloom
          
           
              The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
             
           | 
              
                Héritage magique
                
                 
                    Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Cimelio magico
                
                 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
              
                Magical Heirloom
                
                 
                    The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
                   
                 | 
      
| 
          Crown of the Wizard King
          
           
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             
           | 
              
                Couronne du roi-magicien
                
                 
                    Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Corona del re mago
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
              
                Crown of the Wizard King
                
                 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   
                 | 
      
| 
          Curse Of Lycanthropy
          
           
              One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
             
           | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
              
                Curse Of Lycanthropy
                
                 
                    One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                   
                 | 
      
| 
          Death Cheater
          
           
              +1 Arm and Fortitude (4+).
             
           | 
              
                Trompe-la-mort 
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    +1 Arm and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    +1 Arm and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    +1 Arm and Fortitude (4+).
                   
                 | 
              
                Mortifrago
                
                 
                    The wearer gains +1 Armour and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    +1 Arm and Fortitude (4+).
                   
                 | 
              
                Death Cheater
                
                 
                    +1 Arm and Fortitude (4+).
                   
                 | 
      
| 
          Dragon’s Brew
          
           
              Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
             
           | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
              
                Dragon’s Brew
                
                 
                    Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                   
                 | 
      
| 
          Eldritch Inscriptions
          
           
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             
           | 
              
                Inscriptions Mystérieuses
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
              
                Eldritch Inscriptions
                
                 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   
                 | 
      
| 
          Giant Slayer
          
           
              Crush Attack. This Crush Attack always hits on 4+.
             
           | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
              
                Giant Slayer
                
                 
                    Crush Attack. This Crush Attack always hits on 4+.
                   
                 | 
      
| 
          Gnasher Bait
          
           
              Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
             
           | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
              
                Gnasher Bait
                
                 
                    Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
                   
                 | 
      
| 
          Innovative Leader
          
           
              An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
             
           | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
              
                Innovative Leader
                
                 
                    An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                   
                 | 
      
| 
          King Slayer
          
           
              Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
             
           | 
              
                Tueuse de rois
                
                 
                    Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                Sterminatrice di re
                
                 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
              
                King Slayer
                
                 
                    Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                   
                 | 
      
| 
          Vorpal Binding
          
           
              Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
             
           | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Luce purificante
                
                 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
              
                Vorpal Binding
                
                 
                    Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                   
                 | 
      
| 
          Mask of Mindless Violence
          
           
              Frenzy and Rage.
             
           | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
              
                Mask of Mindless Violence
                
                 
                    Frenzy and Rage.
                   
                 | 
      
| 
          Mimic Cloak
          
           
              Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
             
           | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
              
                Mimic Cloak
                
                 
                    Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
                   
                 | 
      
| 
          Monster Munch
          
           
              The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
             
           | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
              
                Monster Munch
                
                 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
                   
                 | 
      
| 
          Moon Shrooms
          
           
              Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
             
           | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
              
                Moon Shrooms
                
                 
                    Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
                   
                 | 
      
| 
          Omen of the Apocalypse
          
           
              +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
             
           | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
              
                Omen of the Apocalypse
                
                 
                    +X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
                   
                 | 
      
| 
          Pan of Protection Pinchin'
          
           
              When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
             
           | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
              
                Pan of Protection Pinchin'
                
                 
                    When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              +3 Agi.
             
           | 
              
                Potion de rapidité
                
                 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    +3 Agi.
                   
                 | 
      
| 
          Potion of Healing
          
           
              The bearer’s model Recovers 1 HP.
             
           | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
              
                Potion of Healing
                
                 
                    The bearer’s model Recovers 1 HP.
                   
                 | 
      
| 
          Potion of Power Preservation
          
           
              Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
             
           | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
      
| 
          Scroll of Draining
          
           
              May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
             
           | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
              
                Scroll of Draining
                
                 
                    May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
                   
                 | 
      
| 
          Shield Breaker
          
           
              +6 AP.
             
           | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
      
| 
          Skull Fetish
          
           
              During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
             
           | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
              
                Skull Fetish
                
                 
                    During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
                   
                 | 
      
| 
          Spell Scroll (awaken The Beast)
          
           
              May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
             
           | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
              
                Spell Scroll (awaken The Beast)
                
                 
                    May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              Aegis (5+).
             
           | 
              
                Talisman de protection
                
                 
                    Le porteur gagne Ægide (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    Aegis (5+).
                   
                 | 
      
| 
          Talisman of the Void
          
           
              Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
             
           | 
              
                Talisman du Vide
                
                 
                    Le porteur gagne Canalisation (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talismano del vuoto
                
                 
                    The bearer gains Channel (1).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
              
                Talisman of the Void
                
                 
                    Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
                   
                 | 
      
| 
          Tazrek's Guard
          
           
              +1 HP and Res is set to 6.
             
           | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
              
                Tazrek's Guard
                
                 
                    +1 HP and Res is set to 6.
                   
                 | 
      
| 
          Touch of Greatness
          
           
              +1 Str and +1 AP.
             
           | 
              
                Touché par la grâce
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Tocco di grandigia
                
                 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
              
                Touch of Greatness
                
                 
                    +1 Str and +1 AP.
                   
                 | 
      
| 
          Troll Hide
          
           
              Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
             
           | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
              
                Troll Hide
                
                 
                    Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. 
The model’s base change cannot be ignored.
                   
                 | 
      
| 
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
      
| 
          Warding of Unity
          
           
              Attached and Resistance (Melee Attacks).
             
           | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
      
| 
          Wild Warding
          
           
              +3 Arm. The Armour Value can never be improved beyond 5.
             
           | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
      
| 
          Banner of Courage
          
           
              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 Courage
                
                 
                    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 Courage
                
                 
                    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 Courage
                
                 
                    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 Courage
                
                 
                    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 Courage
                
                 
                    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 Courage
                
                 
                    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 Courage
                
                 
                    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″ Cha and +1″ Mob.
             
           | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
              
                Banner of Speed
                
                 
                    A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                   
                 | 
      
| 
          Distortion Emblem
          
           
              One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
             
           | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
      
| 
          Flaming Standard
          
           
              One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
             
           | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
              
                Flaming Standard
                
                 
                    One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                   
                 | 
      
| 
          Goga Cauldron
          
           
              Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
             
           | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
              
                Goga Cauldron
                
                 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Phase. Until the end of the Player Turn, the bearer’s unit gains Dying Blow, Fearless and Unstable.
                   
                 | 
      
| 
          Sheltering Standard
          
           
              Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
             
           | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
              
                Sheltering Standard
                
                 
                    Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                   
                 | 
      
| 
          Stalker’s Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 | 
              
                Stalker’s Standard
                
                 
                    The bearer’s unit gains Strider.
                   
                 |