Correspondence of translations with another language
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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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          Academy
          
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                Academy
                
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                Academy
                
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                Academy
                
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                Academy
                
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                Academy
                
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                Academy
                
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                Academy
                
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          Aegis
          
           
              Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
             
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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                Aegis
                
                 
                    Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                   
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          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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          Halberd
          
           
              Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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                Hallebarde
                
                 
                    À deux mains . Les attaques portées avec une Hallebarde ont +1 en Force et +1 en Pénétration d’armure.
                   
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                Hellebarde
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Halberd
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Alabarda
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Alabarda
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Halberd
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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                Алебарда
                
                 
                    Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   
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          Repeater Crossbow
          
           
              Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
             
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                Arbalète à Répétition
                
                 
                    Arme de tir
Portée 18″, Tirs 2, Fo 3, PA 0. À Courte portée, l’arme gagne +1 en Pénétration d’armure.
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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                Repeater Crossbow
                
                 
                    Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration
                   
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          Repeater Handbow
          
           
              Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
             
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                Arbalète à Répétition De Poing
                
                 
                    Arme de tir
Portée 12″, Tirs X, Fo 3, PA 0, Tir précis, Tir rapide. À Courte portée, l’arme gagne +1 en Pénétration d’armure.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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                Repeater Handbow
                
                 
                    Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                   
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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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          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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          Artistry of Death
          
           
              The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
             
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                Art du meurtre
                
                 
                    L'attaque gagne +1 pour blesser. Les attaques ayant Art du meurtre perdent Efficacité meurtrière, le cas échéant.
                   
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                Kunst des Tötens
                
                 
                    Die Attacke erhält + 1 auf Verwundungswürfe.
                   
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                Artistry of Death
                
                 
                    The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
                   
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                Artistry of Death
                
                 
                    The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
                   
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                Artistry of Death
                
                 
                    The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
                   
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                Artistry of Death
                
                 
                    The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
                   
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                Искусство убийства
                
                 
                    Атака получает +1 к броску на ранение.
                   
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          Breath Attack
          
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                Attaque de souffle
                
                 
                    L’élément de figurine ne peut utiliser cette attaque qu’une seule fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu’une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir, soit, si la figurine est engagée au combat, comme une Attaque de mêlée.
• Si la figurine n’est pas engagée au combat, elle s’utilise comme une Attaque de tir avec  Tir en marche forcée  :
choisissez une cible, conformément aux  règles normales  des Attaques de tir. Cette attaque peut être utilisée dans le cadre d’une Réaction à une charge de type « Tenir la position et tirer ». Elle a une portée de 6″. Un élément de figurine qui a à la fois une Attaque de souffle et une Arme de tir peut utiliser les deux au cours de la même Phase de tir, mais à condition de viser la même cible.
• Si la figurine est engagée au combat, elle s’utilise comme une Attaque de mêlée. L’attaque est portée au Palier d’initiative correspondant à l’Agilité de l’élément de figurine. Déclarez que vous utilisez l’Attaque de souffle au début de son Palier d’initiative, avant de lancer les dés pour toucher et désignez pour cible une unité en contact.
L’Attaque de souffle, qu’elle soit utilisée comme Attaque de tir ou comme Attaque de mêlée, inflige 2D6 touches à sa cible. La Force, la Pénétration d’armure et les éventuels Attributs d’attaque de ces touches sont donnés entre parenthèses pour chaque Attaque de souffle, comme par exemple Attaque de souffle (Fo 4, PA 1,  Attaque enflammée  ). Si plusieurs figurines de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément pour chaque figurine.
                   
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                Atemattacke
                
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                Breath Attack
                
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                Ataque de Aliento
                
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                Attacco a Soffio
                
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                Breath Attack
                
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                Дыхательная атака
                
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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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          Magical Attacks
          
           
              The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
             
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                Attaque magique
                
                 
                    Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme  Ægide (X, contre Attaque magique) .
                   
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                Magische Attacken
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
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                Magical Attacks
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
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                Ataques Mágicos
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
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                Attacchi Magici
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
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                Magical Attacks
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
              
                Магические атаки
                
                 
                    The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                   
                 | 
      
| 
          Stomp Attacks
          
           | 
              
                Attaque de piétinement
                
                 
                    Au  Palier d’initiative  0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine.
Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle  Harnaché  peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
                   
                 | 
              
                Niedertrampeln-Attacke
                
                 | 
              
                Stomp Attacks
                
                 | 
              
                Golpetazo
                
                 | 
              
                Attacchi di Calpestamento
                
                 | 
              
                Stomp Attacks
                
                 | 
              
                Растаптывание
                
                 | 
      
| 
          Attached
          
           | 
              
                Rattaché
                
                 | 
              
                Attached
                
                 | 
              
                Attached
                
                 | 
              
                Dependiente
                
                 | 
              
                Scorta
                
                 | 
              
                Attached
                
                 | 
              
                Прикрепленный
                
                 | 
      
| 
          Sweeping Attack
          
           
              This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
             
           | 
              
                Attaque au passage
                
                 
                    Cette attaque peut être utilisée par les unités contenant des figurines ayant cette règle. Quand l’unité effectue un  Mouvement simple  ou une  Marche forcée , désignez une unité ennemie non engagée au combat à travers ou pardessus laquelle l’unité peut effectuer un déplacement (même si leurs Rectangles limites ne sont que partiellement superposés). L’unité entière effectue une Attaque au passage contre l’unité désignée. Cette attaque est résolue une fois le déplacement de l’unité terminé. Elle touche automatiquement et est résolue suivant la description donnée dans le profil de l’unité (cette attaque est considérée comme une  Attaque spéciale à distance ). Chaque Attaque au passage ne peut être effectuée qu’une seule fois par Tour de joueur.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
              
                Sweeping Attack
                
                 
                    This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
           | 
              
                Avant-garde
                
                 
                    Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de  Mouvement simple  et/ou  Reformation  réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des  Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou  Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle  Capture  jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
                   
                 | 
              
                Vorhut
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Avanguardia
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
              
                Авангард
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
                 | 
      
| 
          Daeb Bolt Thrower
          
           
              Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
             
           | 
              
                Baliste Des Daebs
                
                 
                    Arme d’artillerie.
Portée 24″, Tirs 8, Fo 5, PA 2. Remarque : cette figurine peut tirer après s’être déplacée.
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
              
                Daeb Bolt Thrower
                
                 
                    Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot
                   
                 | 
      
| 
          Beast
          
           | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
              
                Beast
                
                 | 
      
| 
          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
                
                 | 
      
| 
          Multiple Wounds
          
           
              Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
             
           | 
              
                Blessures multiples
                
                 
                    Corps à corps
Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans Blessures multiples (1D3), lancez un dé pour chaque blessure non sauvegardée concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille.
Par exemple, si une attaque avec Blessures multiples (1D6) blesse une unité de Trolls (3 PV), et qu’un ‘5’ est obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si cette unité avait déjà perdu un ou deux Points de vie précédemment dans la bataille.
Si Ailes mutilées est précisé après la valeur (X), toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle  Vol  est multipliée par X+1 plutôt que par X.
                   
                 | 
              
                Multiple Lebenspunktverluste
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Multiple Wounds
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Heridas Múltiples (X)
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Ferite Multiple
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Multiple Wounds
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
              
                Множественные раны
                
                 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   
                 | 
      
| 
          Scent of Blood
          
           
              The model gains [b]Fearless[/b] and [b]Frenzy[/b] while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
             
           | 
              
                Excité par le sang
                
                 
                    La figurine gagne [b]Frénésie[/b] et [b]Sans peur[/b] tant qu’elle est engagée au combat.
De plus, la figurine gagne b]Charge dévastatrice (+1″ MS)[/b] pour ses jets de Portée de charge contre une unité dont au moins une Réserve de Points de
vie contient moins de Points de vie qu’elle n’en avait lorsqu’elle a été déployée (ou lorsqu’elle est entrée pour la première fois sur le champ de bataille).
                   
                 | 
              
                Blutfährte
                
                 
                    Das Modell erhält [b]Fearless[/b] und [b]Frenzy[/b] während es im Nahkampf gebunden ist. Zusätzlich erhält das Modell [b]Devastating Charge (+1" Adv)[/b] mit den folgenden Einschränkungen: • Die angegriffene Einheit hat mindestens einen Trefferpunktevorrat der weniger Trefferpunkte enthält, als zu dem Zeitpunkt, als die Einheit aufgestellt wurde oder auf andere Weise das Schlachtfeld betreten hat. • Der Effekt endet unmittelbar bevor die Einheit einen neuen Angriff ansagt.
                   
                 | 
              
                Scent of Blood
                
                 
                    The model gains [b]Fearless[/b] and [b]Frenzy[/b] while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
                   
                 | 
              
                Scent of Blood
                
                 
                    The model gains [b]Fearless[/b] and [b]Frenzy[/b] while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
                   
                 | 
              
                Scent of Blood
                
                 
                    The model gains [b]Fearless[/b] and [b]Frenzy[/b] while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
                   
                 | 
              
                Scent of Blood
                
                 
                    The model gains [b]Fearless[/b] and [b]Frenzy[/b] while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.
                   
                 | 
              
                Запах крови
                
                 
                    Эта модель получает правила [b]Бесстрашие[/b] и [b]Бешенство[/b], когда она связана в ближнем бою. Кроме того, модель получает правило [b]Опустошительное нападение (+1" Дви)[/b] при нападениях на отрядов, в котором хотя бы один пул Очков здоровья содержит меньше Очков здоровья, чем он имел в момент появления на поле боя.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          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
                
                 | 
      
| 
          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
           | 
              
                Prédateur côtier
                
                 
                    La figurine gagne [b]Guide (Terrain aquatique)[/b]. De plus, l'unité gagne [b]Charge dévastatrice (+2" MS)[/b] et [b]Cible difficile (1)[/b] si les deux conditions suivantes sont réalisées : • Plus de la moitié des figurines de cette unité a [b]Prédateur côtier[/b]. • Plus de la moitié des figurines de cette unité a le centre de son socle dans un élément de Terrain aquatique. Les Personnages qui n'ont pas [b]Prédateur côtier[/b] qui chargent en quittant l'unité ne bénéficient pas de cette règle.
                   
                 | 
              
                Küstenräuber
                
                 
                    Während sich das Zentrum der Base des Modells in einem Gewässer befindet erhält es [b]Devastating Charge (+2" Adv)[/b] und [b]Hard Target (1)[/b].
                   
                 | 
              
                Coastal Predator
                
                 
                    The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   
                 | 
              
                Coastal Predator
                
                 
                    The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   
                 | 
              
                Coastal Predator
                
                 
                    The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   
                 | 
              
                Coastal Predator
                
                 
                    The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   
                 | 
              
                Хищник побережья
                
                 
                    Если центр этой модели находится в Водоеме, она получает правила [b]Опустошительное нападение (+2" Дви)[/b] и [b]Сложная цель (1)[/b].
                   
                 | 
      
| 
          Lethal Strike
          
           
              If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
             
           | 
              
                Coup fatal
                
                 
                    Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de  Fortitude .
                   
                 | 
              
                Todesstoß
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Lethal Strike
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Golpe Letal
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Colpo Letale
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Lethal Strike
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
              
                Смертельный удар
                
                 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   
                 | 
      
| 
          Construct
          
           | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
              
                Construct
                
                 | 
      
| 
          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
           | 
              
                Sans peur
                
                 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   
                 | 
              
                Furchtlos
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Coraje
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Impassibile
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Fearless
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
              
                Бесстрашие
                
                 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   
                 | 
      
| 
          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
           | 
              
                Course rapide
                
                 
                    Une unité entièrement composée de figurines avec cette règle est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   
                 | 
              
                Schnelle Bewegung
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Zancada Veloz
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Falcata Rapida
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Swiftstride
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
              
                Стремительность
                
                 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   
                 | 
      
| 
          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
           | 
              
                Guide
                
                 
                    La figurine réussit automatiquement tout  Test de terrain dangereux  provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle  Indomptable  à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
                   
                 | 
              
                Geländeerfahren
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Cruzar
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Viaggiatore
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Strider
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
              
                Знание местности
                
                 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   
                 | 
      
| 
          Daeb Warfare
          
           | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
              
                Daeb Warfare
                
                 | 
      
| 
          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).
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          Elf
          
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                Elf
                
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                Elf
                
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                Elf
                
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                Elf
                
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                Elf
                
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                Elf
                
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                Elf
                
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          Elven Finesse
          
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                Elven Finesse
                
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                Elven Finesse
                
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                Elven Finesse
                
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                Elven Finesse
                
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                Elven Finesse
                
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                Elven Finesse
                
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                Elven Finesse
                
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          Emplacement
          
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                Emplacement
                
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                Emplacement
                
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                Emplacement
                
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                Emplacement
                
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                Emplacement
                
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                Emplacement
                
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                Emplacement
                
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          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.
             
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          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.
             
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                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).
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          First Strike
          
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                First Strike
                
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                First Strike
                
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                First Strike
                
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                First Strike
                
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                First Strike
                
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                First Strike
                
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                First Strike
                
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          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.
             
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          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.
             
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                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.
                   
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                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
                   
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                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.
                   
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                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
                   
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                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
                   
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                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.
                   
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                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
                   
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          Giant See, Giant Do (DE)
          
           
              Universal Rule.
The model gains Scent of Blood
             
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                Géant Voit, Géant Fait
                
                 
                    Règle universelle.
La figurine gagne Excité par le sang.
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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                Giant See, Giant Do (DE)
                
                 
                    Universal Rule.
The model gains Scent of Blood
                   
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          Hatred
          
           
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             
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                Haine
                
                 
                    Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
                   
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                Hass
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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                Odio
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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                Hatred
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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                Ненависть
                
                 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   
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          Harpoon Launcher
          
           
              Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
             
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                Lance-harpons
                
                 
                    Arme de tir.
Portée 18″, Tirs 3, Fo 6, PA 3, Rechargez !, Tir précis, Tir rapide.
Si au moins une attaque avec cette règle touche une unité, celle-ci perd Course rapide (et ne peut la regagner d’aucune manière). Cet effet dure jusqu’au début du prochain Tour de joueur allié.
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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                Harpoon Launcher
                
                 
                    Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn
                   
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          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
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                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.
                   
                 | 
      
| 
          Irresistible Will
          
           
              Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
             
           | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
              
                Irresistible Will
                
                 
                    Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.
                   
                 | 
      
| 
          Kraken’s Hide
          
           
              Armour Equipment
If on foot, the wearer gains +1 Armour
             
           | 
              
                Peau De Kraken
                
                 
                    Armure
Le porteur gagne +1 en Armure et Prédateur côtier.
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
              
                Kraken’s Hide
                
                 
                    Armour Equipment
If on foot, the wearer gains +1 Armour
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          March and Shoot
          
           
              March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
             
           | 
              
                Tir en marche forcée
                
                 
                    Le fait d’avoir effectué une Marche forcée au cours du même Tour de joueur, tout en étant affecté par cette règle,
n’empêche pas l’attaque d’être portée – à moins que cette attaque ne soit également soumise à la règle  Mouvement ou tir .
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
              
                March and Shoot
                
                 
                    March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire
                   
                 | 
      
| 
          Meeting Of Minds
          
           
              Universal Rule.
The model may give one additional Orders.
             
           | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
              
                Meeting Of Minds
                
                 
                    Universal Rule.
The model may give one additional Orders.
                   
                 | 
      
| 
          Metal Armour
          
           | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
              
                Metal Armour
                
                 | 
      
| 
          Supernal
          
           | 
              
                Surnaturel
                
                 
                    Toutes les attaques effectuées par cette figurine sont des  Attaques magiques , y compris ses Attaques spéciales et  Attaques écrasantes . De plus, la figurine gagne  Instable , avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un  Test de moral  (les unités avec  Tenace  ou  Indomptable  ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) :
• Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable.
• Si le Test de moral est raté, suivez les règles habituelles d’Instable.
                   
                 | 
              
                Metaphysisch
                
                 | 
              
                Supernal
                
                 | 
              
                Superno
                
                 | 
              
                Sovrannaturale
                
                 | 
              
                Supernal
                
                 | 
              
                Потусторонний
                
                 | 
      
| 
          Mount
          
           | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
      
| 
          Petrifying Stare
          
           
              At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
             
           | 
              
                Regard pétrifiant
                
                 
                    Attaque spéciale.
Au Palier d’initiative 10, toute unité ennemie en contact avec la figurine subit 2 touches avec Pénétration d’armure 10 et [b]Attaque magique[/b], qui blessent :
• les figurines de taille Standard sur 4+
• les figurines de Grande taille sur 5+
• les figurines de taille Gigantesque sur 6+
                   
                 | 
              
                Versteinernder Blick
                
                 
                    Im Initiativeschritt 10 erhält jede feindliche Einheit in Basekontakt mit dem Modell 2 Treffer mit Armour Penetration 10 und Magical Attacks, die verwunden auf: • 4+ für Modelle mit Standard Größe • 5+ für Modelle mit Large Größe • 6+ für Modelle mit Gigantic Größe
                   
                 | 
              
                Petrifying Stare
                
                 
                    At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
                   
                 | 
              
                Petrifying Stare
                
                 
                    At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
                   
                 | 
              
                Petrifying Stare
                
                 
                    At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
                   
                 | 
              
                Petrifying Stare
                
                 
                    At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height
                   
                 | 
              
                Окаменяющий взор
                
                 
                    На Шаге инициативы 10 каждый вражеский отряд в контакте с моделью получает 2 попадания с Бронебойностью 10 и свойством [b]Магические атаки[/b], которые ранят при выпадении: • 4+ для моделей Стандартного размера • 5+ для моделей Большого размера • 6+ для моделей Колоссального размера
                   
                 | 
      
| 
          Rally Around the Flag
          
           
              All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
             
           | 
              
                Ralliement au drapeau
                
                 
                    La figurine possédant cette règle, si elle n’est pas en fuite, donne à toutes les unités alliées à 12″ ou moins, même celles en fuite, la capacité de relancer leurs  Tests de discipline  ratés si elles le souhaitent.
                   
                 | 
              
                Um die Flagge Sammeln
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Reagruparse en Torno a la Bandera
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Raccogliersi Sotto lo Stendardo
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Ни шагу назад!
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
      
| 
          Slaver
          
           | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
              
                Slaver
                
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Under the Cover of Mists
          
           
              Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
             
           | 
              
                Sous le couvert des brumes
                
                 
                    Les unités ennemies à 8" ou moins d'un ou plusieurs Léviathans des brumes subissent -1 pour toucher avec leurs Attaques de tir. De plus, durant le premier Tour de joueur, une unité d'Infanterie alliée à 8" ou moins d'un ou plusieurs Léviathans des brumes gagne [b]Cible difficile (1)[/b].
                   
                 | 
              
                Unter der Decke des Nebels
                
                 
                    Falls es beim Bestimmen der Aufstellungszone zu einem Unentschieden kommt, kann der Spieler mit einem oder mehr Nebelleviathans die Aufstellungszone wählen, anstatt den Wurf zu Wiederholen. Falls beide Armeen einen oder mehr Nebelleviathans enthalten muss der Wurf wiederholt werden. Zusätzlich, dürfen zu Beginn des ersten Zugs des Besitzers, freundliche Infantry Einheiten innerhalb von 8" zu einem oder mehreren Nebelleviathans ihre Marschdistanz auf 14" [b]setzen[/b]. Falls sie dies tun verlieren sie March and Shoot. Der Effekt dauert bis zum Ende des Spielerzugs. Wenn das Kampfergebnis berechnet wird, beträgt der Bonus auf das Kamofergebnis von freundlichen angreifenden Modellen innerhalb von 8" zu einem oder mehreren Nebelleviathanen +2 anstatt +1.
                   
                 | 
              
                Under the Cover of Mists
                
                 
                    Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
                   
                 | 
              
                Under the Cover of Mists
                
                 
                    Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
                   
                 | 
              
                Under the Cover of Mists
                
                 
                    Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
                   
                 | 
              
                Under the Cover of Mists
                
                 
                    Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.
                   
                 | 
              
                Под покровом тумана
                
                 
                    Вражеские отряды в 8" от одного или более Туманного левиафана получают штраф в -1 к броскам на попадание Стрелковыми атаками. Кроме того, в первый игровой ход, дружественные отряды Пехоты получают правило [b]Сложная цель (1)[/b] пока находятся в пределях 8" от одного или более Туманного левиафана.
                   
                 | 
      
| 
          Temple
          
           | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
              
                Temple
                
                 | 
      
| 
          Unruly
          
           | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
      
| 
          Warlock
          
           | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
              
                Warlock
                
                 | 
      
| 
          Zeal
          
           | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Ring of the Obsidian Thrones
          
           
              Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
             
           | 
              
                Anneau des Trônes d'obsidienne
                
                 
                    Les Tests de moral et Tests de panique effectués par des figurines alliées à 6" ou moins du porteur obéissent à la règle [b]Jet minimisé[/b].
                   
                 | 
              
                Ring der Obsidianthrone
                
                 
                    Der Träger erhält [b]Wille des Senats[/b] (siehe Obsidianwache Einheit).
                   
                 | 
              
                Ring of the Obsidian Thrones
                
                 
                    Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
                   
                 | 
              
                Ring of the Obsidian Thrones
                
                 
                    Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
                   
                 | 
              
                Ring of the Obsidian Thrones
                
                 
                    Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
                   
                 | 
              
                Ring of the Obsidian Thrones
                
                 
                    Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
                   
                 | 
              
                Кольцо Обсидиановых тронов
                
                 
                    Носитель получает правило [b]По воле сената[/b] (см. отряд Обсидиановая гвардия).
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Ceinran's Scales
          
           
              The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
             
           | 
              
                Balance de Ceïnran
                
                 
                    Le porteur peut lancer Lames spectrales (Évocation) comme un Sort lié avec un Niveau de puissance (4/8).
                   
                 | 
              
                Ceinrans Schuppen
                
                 
                    Der Träger kann The Wheel Turns (Witchcraft) als gebundenen Zauber mit Energiestufe (4/8) wirken.
                   
                 | 
              
                Ceinran's Scales
                
                 
                    The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
                   
                 | 
              
                Ceinran's Scales
                
                 
                    The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
                   
                 | 
              
                Ceinran's Scales
                
                 
                    The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
                   
                 | 
              
                Ceinran's Scales
                
                 
                    The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
                   
                 | 
              
                Весы Кей нрана
                
                 
                    Носитель может сотворить Колесо судьбы (Ведьмовство) как Связанное заклинание с Уровнем силы (4/8).
                   
                 | 
      
| 
          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″.
                   
                 | 
      
| 
          Beastmaster’s Vial
          
           
              May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
             
           | 
              
                Sifflet du belluaire
                
                 
                    Usage unique. Peut être activé au début de n'importe quelle Phase de charge. Les jets de Distance de charge des Personnages sur Manticore et des figurines alliées de type Bête qui se trouvent à 12" ou moins du porteur suivent la règle [b]Jet maximisé[/b] jusqu'à la fin de la Phase de charge.
                   
                 | 
              
                Pfeife des Bestienmeisters
                
                 
                    Nur eine Anwendung. Darf zu Beginn einer befreundeten Angriffsphase aktiviert werden. Angriffswürfe von freundlichen Mantikoren und Modellen mit Typ Beast innerhalb von distance12 des Trägers unterliegen bis zum Ende der Angriffsphase Maximierter Wurf.
                   
                 | 
              
                Beastmaster’s Vial
                
                 
                    May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
                   
                 | 
              
                Beastmaster’s Vial
                
                 
                    May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
                   
                 | 
              
                Beastmaster’s Vial
                
                 
                    May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
                   
                 | 
              
                Beastmaster’s Vial
                
                 
                    May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
                   
                 | 
              
                Свисток повелителя зверей
                
                 
                    Одноразовый. Может быть активирован в начале дружественной Фазы нападений. Броски на Дальность нападения, совершаемые дружественными Мантикорами и моделями Зверей в пределах 12" от носителя являются [b]максимизированными[/b] до конца Фазы нападений.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Shield Breaker
          
           
              +6 AP.
             
           | 
              
                Brise-bouclier
                
                 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Frantuma scudi
                
                 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
              
                Shield Breaker
                
                 
                    +6 AP.
                   
                 | 
      
| 
          Lacerating Touch
          
           
              +2 AP and +2 Att.
             
           | 
              
                Caresses lacérantes
                
                 
                    Les attaques portées avec cette arme gagnent +2 en Pénétration d'armure. De plus, lorsqu'il utilise cette arme, le porteur gagne +2 en valeur d'Attaque et [b]Peur[/b].
                   
                 | 
              
                Zerfleischende Berührung
                
                 
                    Attacken mit dieser Waffe werden zu [b]Magical Attacks[/b] und erhalten +2 Armour Penetration. Der Träger erhält +2 Attack Value und [b]Fear[/b], solange er diese Waffe benutzt.
                   
                 | 
              
                Lacerating Touch
                
                 
                    +2 AP and +2 Att.
                   
                 | 
              
                Lacerating Touch
                
                 
                    +2 AP and +2 Att.
                   
                 | 
              
                Lacerating Touch
                
                 
                    +2 AP and +2 Att.
                   
                 | 
              
                Lacerating Touch
                
                 
                    +2 AP and +2 Att.
                   
                 | 
              
                Разрывающее касание
                
                 
                    Атаки, совершенные этим оружием, получают +2 к Бронебойности и свойство [b]Магические атаки[/b]. При использовании этого оружия носитель получает +2 к Количеству атак и правило [b]Страх[/b].
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Hero's Heart
          
           
              +1 Att, and always at least Str 5 and AP 2.
             
           | 
              
                Coeur de héros
                
                 
                    Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
              
                Hero's Heart
                
                 
                    +1 Att, and always at least Str 5 and AP 2.
                   
                 | 
      
| 
          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+).
                   
                 | 
      
| 
          Supernatural Dexterity
          
           
              +3 Def and +3 Off.
             
           | 
              
                Dextérité surnaturelle
                
                 
                    Enchantement : Arme de corps à corps.
Le porteur de cette arme gagne +2 en Capacité offensive et +2 en Agilité lorsqu’il l’utilise ; les attaques effectuées avec cette arme gagnent Attaque magique.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    +3 Def and +3 Off.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    +3 Def and +3 Off.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    +3 Def and +3 Off.
                   
                 | 
              
                Destrezza ultraterrena
                
                 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    +3 Def and +3 Off.
                   
                 | 
              
                Supernatural Dexterity
                
                 
                    +3 Def and +3 Off.
                   
                 | 
      
| 
          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).
                   
                 | 
      
| 
          Pride of Gar Daecos
          
           
              +1 Att and Divine Attacks.
             
           | 
              
                Gloire de Gar Dæcos
                
                 
                    Lorsqu'il utilise cette arme, le porteur gagne +1 en valeur d'Attaque, et les attaques portées avec cette arme gagnent [b]Attaque divine[/b].
                   
                 | 
              
                Gar Daecos Stolz
                
                 
                    Während diese Waffe benutzt wird erhält der Träger +1 Attack Value und Attacken mit dieser Waffe werden zu [b]Divine Attacks[/b] und [b]Magical Attacks[/b].
                   
                 | 
              
                Pride of Gar Daecos
                
                 
                    +1 Att and Divine Attacks.
                   
                 | 
              
                Pride of Gar Daecos
                
                 
                    +1 Att and Divine Attacks.
                   
                 | 
              
                Pride of Gar Daecos
                
                 
                    +1 Att and Divine Attacks.
                   
                 | 
              
                Pride of Gar Daecos
                
                 
                    +1 Att and Divine Attacks.
                   
                 | 
              
                Гордость Гар Дэкоса
                
                 
                    При использовании этого оружия носитель получает +1 к Количеству атак. Атаки этим оружием получают свойства [b]Божественные атаки[/b] и [b]Магические атаки[/b].
                   
                 | 
      
| 
          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+.
                   
                 | 
      
| 
          Height of Hubris
          
           
              First Strike (Hatred, Multiple Wounds (2)).
             
           | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
              
                Height of Hubris
                
                 
                    First Strike (Hatred, Multiple Wounds (2)).
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Mastery of Slaughter
          
           
              +1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
             
           | 
              
                Maîtrise du massacre
                
                 
                    Les attaques portées avec cette arme gagnent [b]Ardeur guerrière[/b], [b]Art du meurtre[/b], [b]Blessures multiples (2) et [b]Coup fatal[/b][/b].
                   
                 | 
              
                Meister des Gemetzels
                
                 
                    Der Träger muss natürliche Verwundungswürfe von '1' von Nahkampfwaffenattacken wiederholen solange er diese Waffe benutzt und Attacken mit dieser Waffe werden zu [b]Magical Attacks[/b]. Für jeden Lebenspunktverlust einer gegnerischen Einheit, die durch diese Waffe verursacht wurden, erhält die Seite des Trägers zusätzlich +1 zu ihrem Kampfergebnis für diese Nahkampfrunde. Dies kann das normale Limit für Duelle überschreiten.
                   
                 | 
              
                Mastery of Slaughter
                
                 
                    +1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
                   
                 | 
              
                Mastery of Slaughter
                
                 
                    +1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
                   
                 | 
              
                Mastery of Slaughter
                
                 
                    +1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
                   
                 | 
              
                Mastery of Slaughter
                
                 
                    +1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
                   
                 | 
              
                Мастер резни
                
                 
                    При использовании этого оружия носитель [b]должен[/b] перебрасывать все немодифицированные '1' при броске на ранение Атаками ближнего боя. Атаки, совершенные этим оружием, получают свойство [b]Магические атаки[/b]. Кроме того, за каждое Очко здоровья, потерянное вражеским отрядом от атак этим оружием, носитель получает +1 к Результату боя в этом раунде ближнего боя. На это правило не распространяется ограничение максимального бонуса к Результату боя в дуэлях ("Лютая смерть").
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Moithir's Mirror
          
           
              The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
             
           | 
              
                Miroir de Moïthir
                
                 
                    Le porteur gagne [b]Ægide (5+, contre Attaque de mêlée)[/b]. De plus, au Palier d'initiative 0 d'une Manche de combat où au moins une Attaque de mêlée est allouée ou distribuée contre la figurine du porteur, celui-ci inflige 3 touches de Force 4, Pénétration d'armure 2 avec [b]Attaque magique[/b] à chacune des unités des figurines attaquantes. Ceci est considéré comme une Attaque spéciale.
                   
                 | 
              
                Moithirs Spiegel
                
                 
                    Für jeden erfolgreichen Rettungswurf von 5+, den der Träger gegen einen feindlichen Angriff durchführt, verursacht der Träger sofort einen Treffer mit Stärke 5, Rüstungsdurchschlag 2, und [b]Magical Attacks[/b] gegen das Modell, das die Wunde verursacht hat, vor dem Entfernen von Verlusten, verteilt auf den Lebenspunktevorrat des Modells. Dies zählt als Spezialattacke. Zusätzlich erhält der Träger [b]Aegis (5+)[/b].
                   
                 | 
              
                Moithir's Mirror
                
                 
                    The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
                   
                 | 
              
                Moithir's Mirror
                
                 
                    The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
                   
                 | 
              
                Moithir's Mirror
                
                 
                    The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
                   
                 | 
              
                Moithir's Mirror
                
                 
                    The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
                   
                 | 
              
                Зеркало Мой тири
                
                 
                    За каждый успешный спасбросок за Эгиду на 5+, совершенный носителем против вражеских атак, он немедленно наносит 1 попадание с Силой 5, Бронебойностью 2 и свойством [b]Магические атаки[/b] модели, которая нанесла ему рану (попадание распределяется в пул Очков здоровья этой модели, до удаления потерь). Эта атака считается Особой атакой. Вдобавке, носитель получает правило [b]Эгида (5+)[/b].
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Seal of the Republic
          
           
              For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
             
           | 
              
                Sceau de la République
                
                 
                    Pour chaque blessure non sauvegardée infligée à une figurine ennemie avec les Attaques de corps à corps du porteur, le porteur gagne +1 en Armure pour le reste de la partie.
                   
                 | 
              
                Siegel der Republik
                
                 
                    Für jede nicht verhinderte Verwundung, die durch Nahkampfwaffenattacken des Trägers verursacht werden, erhält er +1 Armour für den Rest des Spiels.
                   
                 | 
              
                Seal of the Republic
                
                 
                    For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
                   
                 | 
              
                Seal of the Republic
                
                 
                    For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
                   
                 | 
              
                Seal of the Republic
                
                 
                    For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
                   
                 | 
              
                Seal of the Republic
                
                 
                    For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
                   
                 | 
              
                Печать республики
                
                 
                    За каждую неотраженную рану, нанесенную вражеским моделям Атаками ближнего боя, носитель получает +1 к Броне до конца игры.
                   
                 | 
      
| 
          Scroll of Power
          
           
              May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
             
           | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
              
                Scroll of Power
                
                 
                    May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
                   
                 | 
      
| 
          Spell Scroll (illusory Paths)
          
           
              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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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 (illusory Paths)
                
                 
                    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).
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Transcendence
          
           
              For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
             
           | 
              
                Transcendance
                
                 
                    Pour chaque blessure non sauvegardée infligée avec cette arme à une figurine ennemie, le porteur gagne +1 en Force et +1 en Pénétration d'armure jusqu'à la fin de la partie, jusqu'à un maximum de +2 chacun.
                   
                 | 
              
                Transzendenz
                
                 
                    Attacken mit dieser Waffe werden zu [b]Magical Attacks[/b]. Für jede nicht verhinderte Verwundung, die durch diese Waffe verursacht wird, erhält der Träger +1 Strength und +1 Armour Penetration für den Rest des Spieles, bis zu einem Maximum von jeweils +2.
                   
                 | 
              
                Transcendence
                
                 
                    For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
                   
                 | 
              
                Transcendence
                
                 
                    For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
                   
                 | 
              
                Transcendence
                
                 
                    For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
                   
                 | 
              
                Transcendence
                
                 
                    For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
                   
                 | 
              
                Трансцендентность
                
                 
                    Атаки, совершенные этим оружием, получают свойство [b]Магические атаки[/b]. За каждую неотраженную рану, нанесенную вражеским моделям, носитель получает +1 к Силе и +1 к Бронебойности до конца игры, но не более, чем +2 к каждой из характеристик.
                   
                 | 
      
| 
          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).
                   
                 | 
      
| 
          Eye of the Gorgon
          
           
              The bearer’s unit gains Horror. When Choosing Equipment and Abilities nominate one Rank-and-File model, or the Battle Standard Bearer, in the front rank of the bearer’s unit. The nominated model gains Petrifying Stare
             
           | 
              
                Œil de la gorgone
                
                 
                    Le porteur gagne [b]Regard pétrifiant[/b] (voir l'unité Gorgones ). Les unités ennemies en contact avec le porteur [b]doivent[/b] relancer les Tests de discipline réussis.
                   
                 | 
              
                Auge des Gorgon
                
                 
                    Der Träger erhält [b]Versteinernder Blick[/b] (siehe Gorgons Einheit). Gegnerische Einheiten in Basekontakt mit der Einheit des Trägers [b]müssen[/b] erfolgreiche Discipline Tests wiederholen.
                   
                 | 
              
                Eye of the Gorgon
                
                 
                    The bearer’s unit gains Horror. When Choosing Equipment and Abilities nominate one Rank-and-File model, or the Battle Standard Bearer, in the front rank of the bearer’s unit. The nominated model gains Petrifying Stare
                   
                 | 
              
                Eye of the Gorgon
                
                 
                    The bearer’s unit gains Horror. When Choosing Equipment and Abilities nominate one Rank-and-File model, or the Battle Standard Bearer, in the front rank of the bearer’s unit. The nominated model gains Petrifying Stare
                   
                 | 
              
                Eye of the Gorgon
                
                 
                    The bearer’s unit gains Horror. When Choosing Equipment and Abilities nominate one Rank-and-File model, or the Battle Standard Bearer, in the front rank of the bearer’s unit. The nominated model gains Petrifying Stare
                   
                 | 
              
                Eye of the Gorgon
                
                 
                    The bearer’s unit gains Horror. When Choosing Equipment and Abilities nominate one Rank-and-File model, or the Battle Standard Bearer, in the front rank of the bearer’s unit. The nominated model gains Petrifying Stare
                   
                 | 
              
                Глаз горгоны
                
                 
                    Носитель получает правило [b]Окаменяющий взор[/b] (см. отряд Горгоны ). Вражеские отряды в контакте с носителем [b]должны[/b] перебрасывать успешные проверки Дисциплины.
                   
                 | 
      
| 
          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.
                   
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| 
          Banner of Urlain
          
           
              Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
             
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                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Banner of Urlain
                
                 
                    Exclusive (Captain, Silent Assassin). The unit’s maximum size is changed to 15 models for units with Height 1, and to 6 models for units with Height 2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1 Att).
                   
                 | 
              
                Знак палача
                
                 
                    Носитель и все рядовые модели с правилом [b]Безжалостная эффективность[/b] в его отряде получают правило [b]Искусство убийства[/b] и теряют правило Безжалостная эффективность.
                   
                 | 
      
| 
          Banner oif Speed
          
           | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
              
                Banner oif Speed
                
                 | 
      
| 
          Caedhren's Pennon
          
           
              While the bearer’s unit is part of a Combined Charge, the unit and all other units part of this Combined Charge gain must reroll failed Charge Range rolls and gain Devastating Charge (Hard Target (1))
             
           | 
              
                Fanion de Cædhren
                
                 
                    Les figurines d'Infanterie de l'unité du porteur gagnent [b]Course rapide[/b] et [b]Excité par le sang[/b].
                   
                 | 
              
                Caedhrens Wimpel
                
                 
                    Infantriemodelle in der Einheit des Trägers erhalten [b]Blutfährte[/b] und [b]Swiftstride[/b].
                   
                 | 
              
                Caedhren's Pennon
                
                 
                    While the bearer’s unit is part of a Combined Charge, the unit and all other units part of this Combined Charge gain must reroll failed Charge Range rolls and gain Devastating Charge (Hard Target (1))
                   
                 | 
              
                Caedhren's Pennon
                
                 
                    While the bearer’s unit is part of a Combined Charge, the unit and all other units part of this Combined Charge gain must reroll failed Charge Range rolls and gain Devastating Charge (Hard Target (1))
                   
                 | 
              
                Caedhren's Pennon
                
                 
                    While the bearer’s unit is part of a Combined Charge, the unit and all other units part of this Combined Charge gain must reroll failed Charge Range rolls and gain Devastating Charge (Hard Target (1))
                   
                 | 
              
                Caedhren's Pennon
                
                 
                    While the bearer’s unit is part of a Combined Charge, the unit and all other units part of this Combined Charge gain must reroll failed Charge Range rolls and gain Devastating Charge (Hard Target (1))
                   
                 | 
              
                Флаг Кэдрена
                
                 
                    Модели Пехотиы в отряде носителя получают правила [b]Стремительность[/b] и [b]Запах крови[/b].
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          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.
                   
                 |