Correspondence of translations with another language
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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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          Bow
          
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                Arc
                
                 
                    Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
                   
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                Bogen
                
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                Bow
                
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                Arco
                
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                Arco
                
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                Bow
                
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                Лук
                
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          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
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                Arme lourde
                
                 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   
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                Zweihandwaffe
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Arma a Dos Manos
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Grande Arma
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Great Weapon
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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                Двуручное оружие
                
                 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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                Arme de base
                
                 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   
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                Handwaffe
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma de Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Arma a Una Mano
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Hand Weapon
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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                Одноручное оружие
                
                 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   
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          Light Armour
          
           
              Armor +1
             
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                Armure légère
                
                 
                    +1 en Armure
                   
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                Leichte Rüstung
                
                 
                    Armor +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Armadura Ligera
                
                 
                    Armor +1
                   
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                Armatura Leggera
                
                 
                    armatura +1
                   
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                Light Armour
                
                 
                    Armor +1
                   
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                Легкий доспех
                
                 
                    Armor +1
                   
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          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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          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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          Divine Attacks
          
           
              Successful Aegis saves taken against the attack must be rerolled.
             
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                Attaque divine
                
                 
                    Corps à corps
Les sauvegardes d’ Ægide  réussies contre des attaques avec cette règle doivent être relancées.
                   
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                Heilige Attacken
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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                Ataques Divinos
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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                Attacchi Divini
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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                Божественные атаки
                
                 
                    Successful Aegis saves taken against the attack must be rerolled.
                   
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          Grind Attacks
          
           
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             
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                Attaque de broyage
                
                 
                    Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine.
 Sommaire   Séquence pré-partie   Conditions de victoire  130  Terrains et décors   Règles de figurines   Index  Si une figurine dispose d’Attaque de broyage et de  Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
                   
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                Zermahlen
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Ataques Pulverizadores
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Attacchi Stritolanti
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Grind Attacks
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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                Пере- малывающая атака
                
                 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   
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          Stomp Attacks
          
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                Attaque de piétinement
                
                 
                    Au  Palier d’initiative  0, un élément de figurine avec Attaque de piétinement doit choisir une figurine ennemie de taille Standard en contact avec elle. L’unité de la figurine choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ne peuvent être réparties que sur des figurines de taille Standard (ignorez les figurines de Taille différente lors de la répartition des touches). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine.
Dans le cas de figurines multi-éléments, seuls les éléments de figurine qui ont également la règle  Harnaché  peuvent utiliser des Attaques de piétinement. Si plusieurs figurines de la même unité ont cette Attaque spéciale et si X est un nombre aléatoire (par exemple, Attaque de piétinement (1D6)), lancez un dé pour déterminer le nombre de touches séparément pour chaque élément de figurine.
                   
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                Niedertrampeln-Attacke
                
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                Stomp Attacks
                
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                Golpetazo
                
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                Attacchi di Calpestamento
                
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                Stomp Attacks
                
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                Растаптывание
                
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          Attached
          
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                Rattaché
                
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                Attached
                
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                Attached
                
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                Dependiente
                
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                Scorta
                
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                Attached
                
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                Прикрепленный
                
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          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.
             
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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                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.
                   
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          Aura of Power
          
           
              Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
             
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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                Aura of Power
                
                 
                    Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
                   
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| 
          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
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                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.
                   
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                Vorhut
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                Vanguard
                
                 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   
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                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.
                   
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| 
          Beast
          
           | 
              
                Beast
                
                 | 
              
                Beast
                
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                Beast
                
                 | 
              
                Beast
                
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                Beast
                
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                Beast
                
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                Beast
                
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| 
          Beast Hunters
          
           
              Attack Attribute – Shooting.
Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
             
           | 
              
                Pionnier endurci
                
                 
                    La figurine réussit automatiquement les Tests de panique causés par la [b]Terreur[/b].
                   
                 | 
              
                Grenzer
                
                 
                    Das Modell besteht automatisch durch Entsetzen verursachte Paniktests.
                   
                 | 
              
                Beast Hunters
                
                 
                    Attack Attribute – Shooting.
Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
                   
                 | 
              
                Beast Hunters
                
                 
                    Attack Attribute – Shooting.
Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
                   
                 | 
              
                Beast Hunters
                
                 
                    Attack Attribute – Shooting.
Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
                   
                 | 
              
                Beast Hunters
                
                 
                    Attack Attribute – Shooting.
Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
                   
                 | 
              
                Пограничники
                
                 
                    Модель автоматически проходит проверки Паники, вызванные правилом [b]Ужас[/b].
                   
                 | 
      
| 
          Insignificant
          
           | 
              
                Insignifiant
                
                 
                    Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de  Test de panique  que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
                   
                 | 
              
                Bedeutungslos
                
                 | 
              
                Insignificant
                
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                Insignificante
                
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                Insignificante
                
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                Insignificant
                
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                Незначи- тельный
                
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| 
          Blessings
          
           
              The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
             
           | 
              
                Bénédictions
                
                 
                    L'unité de la figurine gagne [b]Haine[/b]. Les éléments de figurine avec [b]Harnaché[/b] ne sont pas affectés. De plus, la figurine peut lancer chacun des trois Sorts liés ci-dessous, avec un Niveau de puissance (4/8). Ces sorts sont de type : Amélioration et Unité du lanceur et ont pour Durée : Un tour. [b]Bénédiction d'Ullor[/b] La cible gagne [b]Ægide (5+, contre les Attaques de mêlée)[/b]. [b]Bénédiction de Sunna[/b] La cible gagne [b]Attaque enflammée[/b]. De plus, au moment où ce sort est lancé, toute unité ennemie en contact avec au moins une unité ciblée par ce sort subit 1D6 touches de Force 4, Pénétration d'armure 1 avec [b]Attaque enflammée[/b] et [b]Attaque magique[/b]. [b]Bénédiction de Volund[/b] La cible doit relancer ses jets pour blesser ratés de ses Attaques de mêlée.
                   
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                Segen
                
                 
                    Die Einheit des Modells erhält [b]Hass[/b]. Modellteile mit Angeschirrt sind davon nicht betroffen. Das Modell kann die folgenden drei gebundenen Zauber mit Energiestufe (4/8) wirken mit Typ: Einheit des Wirkenden und Unterstützung, sowie Dauer: Ein Zug: [b]Ullors Segen[/b] Das Ziel erhält [b]Rettungswurf (5+,gegen Nahkampfattacken)[/b]. [b]Sunnas Segen[/b] Das Ziel erhält [b]Flammenattacken[/b]. Alle gegnerischen Einheiten, die sich zum Zeitpunkt des Wirkens des Zaubers in Basekontakt mit einem oder mehreren Zielen dieses Zaubers befinden, erleiden W6 Treffer mit Stärke 4, Rüstungsdurchschlag 1, [b]Flammenattacken[/b] und [b]Magischen Attacken[/b]. [b]Volunds Segen[/b] Das Ziel [b]muss[/b] misslungene Verwundungswürfe mit Nahkampfattacken wiederholen.
                   
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                Blessings
                
                 
                    The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
                   
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                Blessings
                
                 
                    The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
                   
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                Blessings
                
                 
                    The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
                   
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                Blessings
                
                 
                    The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
                   
                 | 
              
                Благословения
                
                 
                    Отряд модели получает правило [b]Ненависть[/b] (этот эффект не распространяется на части моделей, имеющие свойство [b]Ездовой[/b]). Модель может колдовать следующие три Связанные заклинания, имеющие Уровень силы (4/8), Тип:"Отряд колдующего" и"Усиление", Длительность:"Один ход". [b]Благословение Уллора[/b] Цель получает правило [b]Эгида (5+, от Рукопашных атак)[/b]. [b]Благословение Сунны[/b] Цель получает [b]Огненные атаки[/b]. Все вражеские отряды, находящиеся в контакте с одной или более целью этого заклинания в момент наложения заклинания, получают D6 попаданий с Силой 4, Бронебойностью 1, и свойствами [b]Огненные атаки[/b], и [b]Магические атаки[/b]. [b]Благословение Волунда[/b] Проваленные броски на ранение от Рукопашных атак цели, [b]должны[/b] быть переброшены.
                   
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| 
          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.
                   
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                Schwieriges Ziel
                
                 | 
              
                Hard Target
                
                 | 
              
                Objetivo Difícil
                
                 | 
              
                Bersaglio Difficile
                
                 | 
              
                Hard Target
                
                 | 
              
                Сложная цель
                
                 | 
      
| 
          Bodyguard
          
           
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             
           | 
              
                Garde du corps
                
                 
                    Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle  Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
                   
                 | 
              
                Leibwache
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardaespaldas
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Guardia del Corpo
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
                 | 
              
                Bodyguard
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
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                Телохранитель
                
                 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   
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| 
          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.
                   
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| 
          Channel
          
           
              During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
             
           | 
              
                Canalisation
                
                 
                    Au cours de l’étape 3 de la  Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
                   
                 | 
              
                Kanalisieren
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizar
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Canalizzare
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Channel
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
                 | 
              
                Источник
                
                 
                    During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                   
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| 
          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.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Steam Powered
          
           
              The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
             
           | 
              
                Moteur à vapeur
                
                 
                    Bien qu'elle ait [b]Mouvement aléatoire[/b], la figurine peut choisir de ne pas bouger; de plus, pendant la Phase de mêlée, ses Distances de poursuite et de Charge irrésistible sont [b]toujours[/b] de 0". Avant de bouger pendant la Phase de mouvement, la figurine peut choisir de remplacer son [b]Mouvement aléatoire (4D3"[/b]) par [b]Mouvement aléatoire (5D3")[/b] jusqu'à la fin de la Phase de mouvement. Dans ce cas, le Canon à vapeur ne peut pas être utilisé pendant ce Tour de joueur.
                   
                 | 
              
                Dampfbetrieben
                
                 
                    Das Modell kann entscheiden, sich nicht zu bewegen, obwohl es Zufällige Bewegung hat, und seine Verfogungs- und Überrenndistanz beträgt in der Nahkampfphase [b]immer[/b] 0". Bevor es sich in der Bewegungsphase bewegt, kann das Modell sich dazu entscheiden, Zufällige Bewegung (4W3") mit [b]Zufällige Bewegung (5W3")[/b] bis zum Ende der Bewegungsphase zu ersetzen. In dem Fall kann die Dampfkanone während dieses Spielerzugs nicht verwendet werden.
                   
                 | 
              
                Steam Powered
                
                 
                    The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
                   
                 | 
              
                Steam Powered
                
                 
                    The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
                   
                 | 
              
                Steam Powered
                
                 
                    The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
                   
                 | 
              
                Steam Powered
                
                 
                    The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
                   
                 | 
              
                На паровой тяге
                
                 
                    Модель может предпочесть не двигаться, не смотря на то, что имеет правило [b]Случайное движение[/b], и ее Дальности преследования и прорыва в Фазе ближнего боя [b]всегда[/b] равны 0". Перед перемещением в Фазе движения модель может заменить свое правило [b]Случайное движение (4D3")[/b] на [b]Случайное движение (5D3")[/b] до конца Фазы движения.В этом случае Паровая пушка не может быть использована на этом ходе игрока.
                   
                 | 
      
| 
          Stubborn
          
           
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             
           | 
              
                Tenace
                
                 
                    Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un  Test de moral  ou un Test de discipline pour faire une  Reformation de combat .
                   
                 | 
              
                Unnachgiebig
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Tozudo
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Determinato
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
              
                Упорный
                
                 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   
                 | 
      
| 
          Disciplined
          
           | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
              
                Disciplined
                
                 | 
      
| 
          Dying Blow
          
           | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
              
                Dying Blow
                
                 | 
      
| 
          Emplacement
          
           | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
              
                Emplacement
                
                 | 
      
| 
          Engineer
          
           
              Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
             
           | 
              
                Ingénieur
                
                 
                    Une fois par Phase de tir, un Ingénieur non engagé au combat peut sélectionner une seule  Machine de guerre  à moins de 6″ qui n’a pas encore tiré lors de cette Phase de tir pour obtenir les effets suivants :
• La Précision d’une des Armes d’artillerie de la Machine de guerre passe à la valeur donnée entre parenthèses (X+)
• Vous pouvez relancer le jet sur le  Tableau des Incidents de tir .
• Vous pouvez relancer l’ensemble des dés (tous les dés ou aucun) lancés pour déterminer le nombre de touches effectuées par une Arme d’artillerie de type  Lance-flammes .
Ces effets durent jusqu’à la fin de la Phase de tir.
                   
                 | 
              
                Ingenieur
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Engineer
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Ingeniero
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Ingegnere
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Engineer
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
              
                Инженер
                
                 
                    Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                   
                 | 
      
| 
          Terror
          
           
              The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
             
           | 
              
                Terreur
                
                 
                    Une unité dont plus de la moitié des figurines a cette règle est immunisée aux effets de la Terreur. Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit immédiatement faire un  Test de panique ,
avant de déclarer sa Réaction à la charge. Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
                   
                 | 
              
                Entsetzen
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terrore
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Terror
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
              
                Ужас
                
                 
                    The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                   
                 | 
      
| 
          First Knight
          
           
              When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
             
           | 
              
                Premier chevalier
                
                 
                    Lorsque cette figurine rejoint une unité de Cavalerie impériale, l'unité gagne [b]Sans peur[/b]. De plus, si la figurine est le Général, les figurines ordinaires de l'unité gagnent [b]Unité mère[/b].
                   
                 | 
              
                Erster Ritter
                
                 
                    Wenn sich das Modell Rittern der Kaiserlichen Orden anschließt, erhält die Einheit [b]Furchtlos[/b]. Falls das Modell der General ist, erhalten die R&F Modelle der Einheit zusätzlich [b]Hauptregiment[/b].
                   
                 | 
              
                First Knight
                
                 
                    When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
                   
                 | 
              
                First Knight
                
                 
                    When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
                   
                 | 
              
                First Knight
                
                 
                    When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
                   
                 | 
              
                First Knight
                
                 
                    When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
                   
                 | 
              
                Первый рыцарь
                
                 
                    Когда модель присоединяется к отряду Рыцарских орденов, отряд получает правило [b]Бесстрашный[/b], а если модель - Генерал, рядовые модели в отряде также получают правило [b]Главный отряд[/b].
                   
                 | 
      
| 
          Feigned Flight
          
           
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             
           | 
              
                Repli tactique
                
                 
                    Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas  Ébranlée . De plus, la  Reformation  qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un  Test de panique  échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
                   
                 | 
              
                Vorgetäuschte Flucht
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Feigned Flight
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Huida Simulada
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
                 | 
              
                Fuga Simulata
                
                 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   
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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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| 
          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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| 
          Frenzy
          
           
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             
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                Frénésie
                
                 
                    Au début de la Phase de charge, chacune de vos unités incluant au moins une figurine ayant la règle Frénésie qui pourrait déclarer une charge (c’est-à-dire qu’elle n’est pas engagée au combat, ni en fuite et ne contient aucune figurine Ébranlée) et qui a une unité ennemie dans son arc avant se trouvant à une distance inférieure à sa valeur de Mouvement simple +7″ doit passer un  Test de discipline , appelé « Test de frénésie ». Si ce test échoue, toute l’unité doit, si possible, déclarer une charge à ce Tour de ce joueur.
Au cas où l’unité aurait la possibilité d’utiliser différentes valeurs de Mouvement simple, la valeur utilisée pour le Test de frénésie et pour la Portée de charge est déterminée comme suit :
• Si une figurine a plus d’une valeur de Mouvement simple (par ex., du fait de la règle  Vol ), elle doit utiliser la valeur qui lui donne le plus de chance de réussir une charge (exemple : une figurine avec une valeur de Mouvement simple de 2″ et Vol (8″, 16″) doit utiliser la valeur de Mouvement simple de la règle Vol, qui est de 8″).
• Si une unité contient des figurines avec différentes valeurs de Mouvement simple, l’unité doit utiliser la valeur la plus élevée que l’ensemble des figurines de l’unité peut utiliser, qui est en général la valeur de Mouvement simple la plus petite dans l’unité (exemple : un Personnage dans une unité combinée a une valeur de Mouvement simple de 4″, alors que cette valeur est de 6″ pour les figurines ordinaires de l’unité : l’unité combinée utilise la valeur de Mouvement simple de 4″).
Les Tests de frénésie et les Tests de refrènement de poursuite effectués par les unités dont au moins une figurine a la règle Frénésie sont sujets aux règles de  Jet maximisé .
Remarque : lorsqu’une unité est forcée de déclarer une charge en raison d’un Test de frénésie raté, elle n’est pas forcée de déclarer cette charge sur l’unité ennemie qui a provoqué ce test.
                   
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                Raserei
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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                Frenzy
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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                Frenesí
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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                Furia
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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                Frenzy
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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                Бешенство
                
                 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   
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| 
          Fury
          
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                Fury
                
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                Fury
                
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                Fury
                
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                Fury
                
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                Fury
                
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                Fury
                
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                Fury
                
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| 
          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
           | 
              
                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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                Giant See, Giant Do
                
                 
                    Universal Rule.
The model gains Battle Fever.
                   
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| 
          Parent Unit
          
           
              A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
             
           | 
              
                Unité mère
                
                 
                    Une unité est considérée comme [b]Unité mère[/b] si au moins la moitié de ses figurines possède cette règle. Celle-ci traite toutes les [b]Unités de soutien[/b] comme ayant la règle [b]Insignifiant[/b]. Immédiatement après qu'une [b]Unité mère[/b] a réussi un jet de Portée de charge contre une unité ennemie qui n'est pas en fuite lors de la Phase de charge, avant d'effectuer le Mouvement de charge, toute [b]Unité de soutien[/b] à 8" ou moins d'une [b]Unité mère[/b] peut effectuer une Charge de soutienquot;. Pour cela, l'[b]Unité de soutien[/b] déclare une charge contre la même unité ennemie. Appliquez toutes les règles habituelles de charge pour cette charge hors-séquence (Ligne de vue, arc frontal, jet de Portée de charge, une Roue maximum, etc.), avec l'exception que l'unité ennemie ne peut choisir que Tenir la positionquot; comme Réaction à cette charge. Traitez ces Mouvements de charge comme des Charges combinées. Lors du calcul du Résultat de combat de la Phase de mêlée suivante, additionnez les Bonus de rang de l'[b]Unité mère[/b] et d'une des [b]Unités de soutien[/b] qui a réussi une Charge de soutien, jusqu'à un maximum de +6.
                   
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                Hauptregiment
                
                 
                    Eine Einheit gilt als Hauptregiment, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Hauptregimenter behandeln alle Unterstützungstruppen als [b]Bedeutungslos[/b]. Sofort wenn ein Hauptregiment in der Angriffsphase einen erfolgreichen Wurf für die Angriffsreichweite gegen eine nicht fliehende gegnerische Einheit würfelt, dürfen, bevor die Angriffsbewegung durchgeführt wird, Unterstützungstruppen innerhalb von 8" um das Hauptregiment einen Unterstützungsangriff durchführen. Dazu sagt die gesamte Unterstützungstruppe einen Angriff gegen dieselbe gegnerische Einheit an. Wende die üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.), mit der Ausnahme, dass der Gegner keine andere Angriffsreaktion als Angriff annehmen wählen kann. Dies wird hinsichtlich Angriffsbewegungen wie ein kombinierter Angriff behandelt. Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Unterstützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
                   
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                Parent Unit
                
                 
                    A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
                   
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                Parent Unit
                
                 
                    A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Parent Unit
                
                 
                    A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Parent Unit
                
                 
                    A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Главный отряд
                
                 
                    Отряд считается"Главным отрядом", если по крайней мере половина его моделей имеют это Универсальное правило.Главные отряды считают все Вспомогательные отряды [b]Незначительными[/b]. Вспомогательные отряды, находящиеся в пределах 8" от Главного отряда, могут выполнить Вспомогательное нападение, сразу после того, как тот Главный отряд успешно проходит бросок на Дальность нападения против вражеского не отступающего отряда в Фазе нападений, до выполнения Перемещения нападающего. При этом целый Вспомогательный отряд объявляет нападение против того же самого вражеского отряда. Для этого внеочередного нападения применяются все обычные правила нападений (такие как линия видимости, фронтовой сектор, бросок на определение Дальности нападения, только один Поворот и т. д.), за исключением того, что враг может выбрать в качестве Реакции на нападение только"Держать поизцию". При Перемещении нападающих это нападение отыгрывается по правилам Совместного нападения. При подсчете Результата боя в текущей Фазе ближнего боя Бонус за полные ряды Главного отряда суммируется с Бонусом одного Вспомогательного отряда, выполнившего успешное Вспомогательное нападение (следуя всем обычным ограничения), до максимума в +6.
                   
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| 
          Holy Relic
          
           
              Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
             
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                Sainte relique
                
                 
                    Toutes les unités alliées à 6" ou moins de la figurine gagnent [b]Haine[/b]. Les éléments de figurine avec [b]Harnaché[/b] ne sont pas affectés. Tous les Sorts liés de [b]Bénédictions[/b] lancés par le Personnage sur l'Autel ont Type : Amélioration, Portée 6", Aura (remplace Type : Unité du lanceur). La figurine peut lancer Frappe infaillible (Divination) en tant que Sort lié de Niveau de puissance (4/8).
                   
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                Heilige Reliquie
                
                 
                    Befreundete Einheiten innerhalb von 6" um das Modell erhalten [b]Hass[/b]. Modellteile mit Angeschirrt sind davon nicht betroffen. Alle vom Reiter als gebundene Zauber gewirkten Segen erhalten Typ: Aura und Reichweite 6" (ersetzt Typ: Einheit des Wirkenden). Das Modell kann Unerring Strike (Divination) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
                   
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                Holy Relic
                
                 
                    Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
                   
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                Holy Relic
                
                 
                    Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
                   
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                Holy Relic
                
                 
                    Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
                   
                 | 
              
                Holy Relic
                
                 
                    Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
                   
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                Священная реликвия
                
                 
                    Дружественные отряды в пределах 6" от модели получают свойство [b]Ненависть[/b]. Не распространяется на части моделей, имеющие свойство [b]Ездовой[/b]. Для Связанных заклинаний от Благословений, сотворенные всадником, замените Тип:"Отряд колдующего" Типом: 6", Аура. Модель может сотворить Неотвратимый удар (Прорицание) как Связанное заклинание с Уровнем силы (4/8).
                   
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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.
                   
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                Plänkler
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
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                Skirmisher
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
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                Hostigadores
                
                 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Human
          
           | 
              
                Human
                
                 | 
              
                Human
                
                 | 
              
                Human
                
                 | 
              
                Human
                
                 | 
              
                Human
                
                 | 
              
                Human
                
                 | 
              
                Human
                
                 | 
      
| 
          Unstable
          
           | 
              
                Instable
                
                 
                    Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de  Test de moral  lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
                   
                 | 
              
                Instabil
                
                 | 
              
                Unstable
                
                 | 
              
                Inestable
                
                 | 
              
                Instabile
                
                 | 
              
                Unstable
                
                 | 
              
                Нестабильность
                
                 | 
      
| 
          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.
                   
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                Light Troops
                
                 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Master Artificer
          
           
              The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
             
           | 
              
                Maître artificier
                
                 
                    La figurine peut donner l'Ordre [b]Prêt! En joue! Feu![/b] à l'Unité mère ou à l'Unité de soutien qu'elle a rejointe.
                   
                 | 
              
                Werksmeister
                
                 
                    Hat sich der Werksmeister einem Hauptregiment oder einer Unterstützungstruppe angeschlossen, darf er dieser den Befehl [b]Legt an![/b] erteilen.
                   
                 | 
              
                Master Artificer
                
                 
                    The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
                   
                 | 
              
                Master Artificer
                
                 
                    The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
                   
                 | 
              
                Master Artificer
                
                 
                    The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
                   
                 | 
              
                Master Artificer
                
                 
                    The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
                   
                 | 
              
                Мастер-оружейник
                
                 
                    Мастер-оружейник может отдать Приказ [b]Готовсь! Целсь! Пли![/b] Главному или Вспомогательному отряду, к которому он присоединён.
                   
                 | 
      
| 
          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
                   
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| 
          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
                
                 | 
      
| 
          Mount
          
           | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
              
                Mount
                
                 | 
      
| 
          Random Movement
          
           
              The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
             
           | 
              
                Mouvement aléatoire
                
                 
                    À la fin de l’étape 2 de la  Séquence de la Phase de mouvement  (directement après le Ralliement des troupes en fuite),
une unité avec Mouvement aléatoire (X) et qui n’est pas en fuite doit effectuer un  Mouvement de poursuite , avec les exceptions suivantes (lesquelles, sauf indication contraire, ne s’appliquent que pendant la Phase de mouvement) :
• Elle se déplace toujours de la distance indiquée entre parenthèses (X), qui est également utilisée pour déterminer ses Distances de fuite et de poursuite (y compris en cas de  Charge irrésistible ).
• Elle peut choisir librement la direction vers laquelle pivoter avant de lancer les dés de la Distance de poursuite.
• Elle ne peut pas sortir du champ de bataille par un bord de table en utilisant Poursuivre hors de table (mais une partie de son rectangle limite peut chevaucher le bord de table tant qu’il ne s’agit pas de son front).
• Elle ne doit pas effectuer de  Test de terrain dangereux , sauf lorsqu’elle charge.
Plusieurs restrictions s’appliquent à la règle Mouvement aléatoire :
• Une unité avec Mouvement aléatoire ne peut pas déclarer de charge pendant la Phase de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple, etc.). Si vous avez besoin de connaître sa valeur de Marche forcée (par exemple pour déterminer la distance maximale pouvant être parcourue par ses figurines lors d’une  Reformation post-combat ), utilisez la valeur maximale potentielle de X en tant que valeur de Marche forcée (12″ pour une valeur de « 2D6″ », par exemple).
• Une unité avec Mouvement aléatoire ne peut pas effectuer de  Mouvement magique .
• Une unité avec Mouvement aléatoire perd la règle  Course rapide  si elle l’avait, et ne peut jamais gagner cette règle (la valeur X peut tout de même être affectée par d’autres sources donnant les règles  Jet maximisé  ou  Jet minimisé ).
• Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre la moindre unité. De même, une unité avec cette règle ne peut être rejointe par aucun Personnage. Remarque : un Personnage faisant partie d’une unité combinée au moment où cette unité gagne Mouvement aléatoire gagnera cette règle aussi, étant donné qu’il fait déjà partie de cette unité.
• Si l’unité a plusieurs instances de la règle Mouvement aléatoire , utilisez uniquement celle dont la valeur moyenne est la plus basse (en cas d’égalité, choisissez laquelle vous désirez utiliser).
                   
                 | 
              
                Zufällige Bewegung
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Movimento Casuale
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Random Movement
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
              
                Случайное движение
                
                 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   
                 | 
      
| 
          Pistol
          
           
              Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
             
           | 
              
                Pistolet
                
                 
                    Portée 12", Tir 1, Fo 4, PA 2, Tir rapide.
                   
                 | 
              
                Pistole
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
              
                Pistol
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
              
                Pistola
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
              
                Pistola
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
              
                Pistol
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
              
                Пистолет
                
                 
                    Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                   
                 | 
      
| 
          Silver Shots
          
           
              The attack gains [b]Lethal Strike[/b], [b]Multiple Wounds (D3)[/b], and [b]must[/b] reroll failed to-wound rolls.
             
           | 
              
                Projectiles en argent
                
                 
                    Ces attaques gagnent [b]Blessures multiples (1D3)[/b] et [b]Coup fatal[/b] et doivent relancer leurs jets pour blesser ratés.
                   
                 | 
              
                Silberkugeln
                
                 
                    Die Attacke erhält [b]Multiple Lebenspunktverluste (W3)[/b] und [b]Todesstoß[/b] und [b]muss[/b] misslungene Verwundungswürfe wiederholen.
                   
                 | 
              
                Silver Shots
                
                 
                    The attack gains [b]Lethal Strike[/b], [b]Multiple Wounds (D3)[/b], and [b]must[/b] reroll failed to-wound rolls.
                   
                 | 
              
                Silver Shots
                
                 
                    The attack gains [b]Lethal Strike[/b], [b]Multiple Wounds (D3)[/b], and [b]must[/b] reroll failed to-wound rolls.
                   
                 | 
              
                Silver Shots
                
                 
                    The attack gains [b]Lethal Strike[/b], [b]Multiple Wounds (D3)[/b], and [b]must[/b] reroll failed to-wound rolls.
                   
                 | 
              
                Silver Shots
                
                 
                    The attack gains [b]Lethal Strike[/b], [b]Multiple Wounds (D3)[/b], and [b]must[/b] reroll failed to-wound rolls.
                   
                 | 
              
                Серебряные выстрелы
                
                 
                    Атака получает свойства [b]Смертельный удар[/b] и [b]Множественные раны (D3)[/b], и ее проваленные броски на ранение [b]должны[/b] быть переброшены.
                   
                 | 
      
| 
          Rally Around the Flag
          
           
              All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
             
           | 
              
                Ralliement au drapeau
                
                 
                    La figurine possédant cette règle, si elle n’est pas en fuite, donne à toutes les unités alliées à 12″ ou moins, même celles en fuite, la capacité de relancer leurs  Tests de discipline  ratés si elles le souhaitent.
                   
                 | 
              
                Um die Flagge Sammeln
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Reagruparse en Torno a la Bandera
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Raccogliersi Sotto lo Stendardo
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Rally Around the Flag
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
              
                Ни шагу назад!
                
                 
                    All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
                   
                 | 
      
| 
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
              
                Rage
                
                 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   
                 | 
      
| 
          Resistance
          
           | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
              
                Resistance
                
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Steam Cannon
          
           
              Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
             
           | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
              
                Steam Cannon
                
                 
                    Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                   
                 | 
      
| 
          Support Unit
          
           
              A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
             
           | 
              
                Unité de soutien
                
                 
                    Une unité est considérée comme une [b]Unité de soutien[/b] si au moins la moitié de ses figurines a cette règle. Les [b]Unités de soutien[/b] sont traitées comme ayant la règle [b]Insignifiant[/b] par les [b]Unités mères[/b]. Les [b]Unités de soutien[/b] à 8" ou moins d'au moins une [b]Unité mère[/b] gagnent [b]Combat sur un rang supplémentaire[/b] et peuvent tirer au troisième rang (en plus des premiers et deuxièmes rangs). Pour déterminer si elle est [b]Indomptable[/b], si une [b]Unité de soutien[/b] a au moins un Rang complet, elle compte comme ayant le même nombre de Rangs complets qu'une [b]Unité mère[/b] à 8" ou moins et ayant plus de Rangs complets que l'Unité de soutien. Pendant la Phase de charge de l'adversaire, les [b]Unités de soutien[/b] peuvent effectuer l'une des deux actions suivantes : 1. Immédiatement après qu'une [b]Unité mère[/b] non engagée au corps à corps à 8" ou moins a choisi volontairement une Réaction à une charge (sauf si elle a été obligée de choisir Fuirquot;), l'[b]Unité de soutien[/b] peut effectuer une Réaction de charge de type Tenir la position et tirerquot; comme si l'ennemi avait déclaré une charge contre elle dans sa position actuelle (appliquez les règles normales pour cette réaction). 2. Immédiatement après que toutes les unités ennemies ont effectué leur Mouvement de charge, les [b]Unités de soutien[/b] à 8" ou moins d'une [b]Unité mère[/b] qui a été chargée avec succès durant cette phase peuvent effectuer une Contre-chargequot;. Pour ce faire, choisissez une unité ennemie ayant chargé avec succès l'[b]Unité mère[/b] et déclarez une charge avec l'[b]Unité de soutien[/b]. Appliquez toutes les règles habituelles pour charger lors de cette charge hors-séquence (Ligne de vue, arc frontal, jet de Portée de charge, une Roue maximum, etc.). Lors du calcul du Résultat de combat de la Phase de mêlée suivante, additionnez les Bonus de rang de l'[b]Unité mère[/b] et d'une des [b]Unités de soutien[/b] qui a réussi une Contre-charge, jusqu'à un maximum de +6.
                   
                 | 
              
                Unterstützungstruppe
                
                 
                    Eine Einheit gilt als Unterstützungstruppe, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Unterstützungstruppen werden von Hauptregimentern als [b]Bedeutungslos[/b] behandelt. Unterstützungstruppen innerhalb von 8" um mindestens ein Hauptregiment erhalten [b]Kämpft aus zusätzlichem Glied[/b] und dürfen Schussattacken aus dem 3. Glied (zusätzlich zum 1. und 2.) durchführen. Falls die Unterstützungstruppe mindestens ein vollständiges Glied hat, zählt sie, , falls sie weniger volle Glieder hat, als das Hauptregiment, als hätte sie dieselbe Anzahl an vollständigen Gliedern wie ein Hauptregiment innerhalb von 8", wenn ermittelt wird, ob die Einheit standhaft ist. Während der gegnerischen Angriffsphase dürfen Unterstützungstruppen eine der folgenden Aktionen durchführen: 1. Sofort nachdem ein nicht im Nahkampf gebundenes Hauptregiment innerhalb von 8" eine Angriffsreaktion außer einer obligatorischen Flucht Angrifssreaktion ansagt, darf die Unterstützungstruppe Stehen und Schießen, als ob der Gegner einen Angriff gegen sie an ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktion an). 2. Sofort nachdem alle gegnerischen Einheiten ihre Angriffsbewegungen durchgeführt haben, dürfen Unterstützungstruppen innerhalb von 8" um ein Hauptregiment, das in dieser Phase erfolgreich angegriffen wurde, einen Gegenangriff starten. Wähle dazu eine gegnerische Einheit, die das Hauptregiment erfolgreich angegriffen hat, und sage mit der gesamten Unterstützungstruppe einen Angriff gegen sie an. Wende alle üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.). Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Untersützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
                   
                 | 
              
                Support Unit
                
                 
                    A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Support Unit
                
                 
                    A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Support Unit
                
                 
                    A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Support Unit
                
                 
                    A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
                   
                 | 
              
                Вспомогательный отряд
                
                 
                    Отряд считается Вспомогательным, если по крайней мере половина его моделей имеют это Универсальное правило. Вспомогательные отряды считаются [b]Незначительными[/b] относительно Главных отрядов. Вспомогательные отряды, находящиеся в 8" от одного и более Главного отряда, получают правило [b]Бьется дополнительный ряд[/b] и могут производить Стрелковые атаки из третьего ряда (в дополнение к первому и второму). Если Вспомогательный отряд имеет по крайней мере один полный ряд, он считается имеющим то же количество полных рядов, что и Главный отряд в 8" для определения [b]Непреклонности[/b] если он имеет меньше полных рядов, чем Главный отряд. Во время Фазы нападений противника Вспомогательные отряды могут выполнять одно из следующих действий: 1. Сразу после того как не связанный в бою Главный отряд в пределах 8" заявляет Реакцию на нападение (кроме"Отступать"), Вспомогательный отряд может произвести Реакцию"Стоять и стрелять", как если бы вражеский отряд объявил нападение на него (примените обычные правила для Реакции"Стоять и стрелять"). При отработке Реакции отряд считается находящимся на своей текущей позиции. 2. Сразу после того как вражеские отряды завершают свои Перемещения нападающих, Вспомогательные отряды, находящиеся в пределах 8" от любого Главного отряда, на который было совершено успешное нападение, могут совершить"Контратаку". Для этого выберите один вражеский отряд, который совершил успешное нападение на Главный отряд, и объявите нападение целым Вспомогательным отрядом. Примените все обычные правила нападений для этого внеочередного нападения (такие как линия видимости, фронтовой сектор, бросок на определение Дальности нападения, только один Поворот и т. д.). При подсчете Результата боя в текущей Фазе ближнего боя, объедините Бонус за полные ряды Главного отряда и одного Вспомогательного отряда, выполнившего успешное Вспомогательное нападение (следуя всем обычным ограничения), до максимума в +6.
                   
                 | 
      
| 
          Trained Ferocity
          
           
              While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
             
           | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
              
                Trained Ferocity
                
                 
                    While Engaged in the same Combined Combat as another friendly unit, the model part gains +1 Att and First Strike (Hatred)
                   
                 | 
      
| 
          Unruly
          
           | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
              
                Unruly
                
                 | 
      
| 
          Wilderness Guides
          
           
              At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
             
           | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Wilderness Guides
                
                 
                    At the beginning of the “Move Vanguards” step, choose one friendly Parent or Support Unit within 8″ of this model. The chosen unit gains Vanguard (3″″).
                   
                 | 
              
                Пограничники
                
                 
                    Модель автоматически проходит проверки Паники, вызванные правилом [b]Ужас[/b].
                   
                 | 
      
| 
          Zeal
          
           | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
              
                Zeal
                
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Blacksteel
          
           
              Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
             
           | 
              
                Acier noir
                
                 
                    Le porteur gagne +1 en Armure et [b]Peur[/b]. Si le porteur est à pied, il gagne +1 supplémentaire en Armure.
                   
                 | 
              
                Schwarzstahl
                
                 
                    Der Träger erhält +1 Rüstung und [b]Angst[/b]. Ist das Modell zu Fuß, erhält der Träger zusätzlich +1 Rüstung.
                   
                 | 
              
                Blacksteel
                
                 
                    Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
                   
                 | 
              
                Blacksteel
                
                 
                    Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
                   
                 | 
              
                Blacksteel
                
                 
                    Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
                   
                 | 
              
                Blacksteel
                
                 
                    Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
                   
                 | 
              
                Черная сталь
                
                 
                    Носитель получает +1 к Броне и правило [b]Страх[/b]. Если этот предмет экипирован пешей моделью, носитель получает дополнительно +1 к Броне.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Death Warrant
          
           
              +X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
             
           | 
              
                Arrêt de mort
                
                 
                    Les attaques effectuées avec cette arme gagnent [b]Ardeur guerrière[/b] et [b]Attaque magique[/b]. Si une touche est réussie avec cette arme contre une unité ennemie, les figurines alliées avec [b]Unité mère[/b] ou [b]Unité de soutien[/b] gagnent [b]Ardeur guerrière[/b] pour les attaques allouées contre cette même unité ennemie durant la même phase aux Paliers d'initiative suivants.
                   
                 | 
              
                Todesurteil
                
                 
                    Attacken mit dieser Waffe erhalten [b]Schlachtfokus[/b] und werden zu [b]Magischen Attacken[/b]. Wenn mit ihr ein Treffer gegen eine gegnerische Einheit gelandet wird, erhalten befreundete Modelle mit Hauptregiment oder Unterstützungstruppe in derselben Phase in nachfolgenden Initiativeschritten [b]Schlachtfokus[/b] mit Attacken, die derselben gegnerischen Einheit zugewiesen werden.
                   
                 | 
              
                Death Warrant
                
                 
                    +X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
                   
                 | 
              
                Death Warrant
                
                 
                    +X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
                   
                 | 
              
                Death Warrant
                
                 
                    +X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
                   
                 | 
              
                Death Warrant
                
                 
                    +X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
                   
                 | 
              
                Смертный приговор
                
                 
                    Атаки, сделанные этим оружием, получают свойства [b]Боевой раж[/b] и [b]Магическиe aтаки[/b]. При нанесении попадания этим оружием по вражескому отряду, дружественные модели, имеющие правило [b]Главный отряд[/b] или [b]Вспомогательный отряд[/b], получают правило [b]Боевой раж[/b] для атак, направленных на тот же вражеский отряд в той же фазе на последующих Шагах инициативы.
                   
                 | 
      
| 
          Basalt Infusion
          
           
              +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
             
           | 
              
                Injection de basalte
                
                 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Infusione di basalto
                
                 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Basalt Infusion
                
                 
                    +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                   
                 | 
      
| 
          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
           | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
              
                Battleline Hero
                
                 
                    The range of the model’s Commanding Presence is increased to 18″.
                   
                 | 
      
| 
          Binding Scroll
          
           
              May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
             
           | 
              
                Parchemin d'entrave
                
                 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Pergamena vincolante
                
                 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
              
                Binding Scroll
                
                 
                    May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.
                   
                 | 
      
| 
          Shield of Volund
          
           
              Immune (Fury, Lethal Strike).
             
           | 
              
                Bouclier de Volund
                
                 
                    Lorsque le porteur utilise ce Bouclier, les attaques contre la figurine du porteur perdent les règles [b]Ardeur guerrière[/b] et [b]Coup fatal[/b] (le cas échéant).
                   
                 | 
              
                Schild des Volund
                
                 
                    Während er diesen Schild benutzt, verlieren Attacken gegen den Träger mit [b]Todesstoß[/b] und/oder [b]Schlachtfokus[/b] diese Angriffsattribute.
                   
                 | 
              
                Shield of Volund
                
                 
                    Immune (Fury, Lethal Strike).
                   
                 | 
              
                Shield of Volund
                
                 
                    Immune (Fury, Lethal Strike).
                   
                 | 
              
                Shield of Volund
                
                 
                    Immune (Fury, Lethal Strike).
                   
                 | 
              
                Shield of Volund
                
                 
                    Immune (Fury, Lethal Strike).
                   
                 | 
              
                Щит Волунда
                
                 
                    При использовании данного щита, атаки, направленные на модель носителя, имеющие свойства [b]Смертельный удар[/b] или [b]Боевой раж[/b], теряют эти Свойства.
                   
                 | 
      
| 
          Winter Cloak
          
           
              The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
             
           | 
              
                Cape de l'hiver
                
                 
                    Le porteur gagne [b]Ægide (5+)[/b], [b]Ægide (2+, contre Attaque enflammée)[/b] et [b]Perturbant[/b]. Le porteur rate automatiquement tous les jets de sauvegarde de [b]Fortitude[/b].
                   
                 | 
              
                Wintermantel
                
                 
                    Der Träger erhält [b]Ablenkend[/b], [b]Rettungswurf (5+)[/b] und [b]Rettungswurf (2+, gegen Flammenattacken)[/b]. Dem Träger misslingen automatisch alle Zähigkeitswürfe.
                   
                 | 
              
                Winter Cloak
                
                 
                    The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Winter Cloak
                
                 
                    The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Winter Cloak
                
                 
                    The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Winter Cloak
                
                 
                    The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
                   
                 | 
              
                Зимняя мантия
                
                 
                    Носитель получает правила [b]Отвлечение[/b], [b]Эгида (2+, против Огненных)[/b] и [b]Эгида (5+)[/b]. Носитель автоматически проваливает все спасброски за [b]Живучесть[/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).
                   
                 | 
      
| 
          Dusk Forged
          
           
              The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
             
           | 
              
                Crépuscule forgé
                
                 
                    Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés.
Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                   
                 | 
              
                Vespertino (Scudo)
                
                 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                   
                 | 
              
                Dusk Forged
                
                 
                    The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          The Light of Sonnstahl
          
           
              AP 10. Wounds automatically.
             
           | 
              
                La Lumière de Sonnstahl
                
                 
                    Les attaques effectuées avec cette arme blessent automatiquement et ont [b]toujours[/b] Pénétration d'armure 10 et gagnent [b]Attaque magique[/b].
                   
                 | 
              
                Das Licht von Sonnstahl
                
                 
                    Attacken mit dieser Waffe verwunden automatisch, haben [b]immer[/b] Rüstungsdurchschlag 10 und werden zu [b]Magischen Attacken[/b].
                   
                 | 
              
                The Light of Sonnstahl
                
                 
                    AP 10. Wounds automatically.
                   
                 | 
              
                The Light of Sonnstahl
                
                 
                    AP 10. Wounds automatically.
                   
                 | 
              
                The Light of Sonnstahl
                
                 
                    AP 10. Wounds automatically.
                   
                 | 
              
                The Light of Sonnstahl
                
                 
                    AP 10. Wounds automatically.
                   
                 | 
              
                Свет Стального солнца
                
                 
                    Атаки, производимые этим оружием, наносят ранения автоматически, [b]всегда[/b] имеют Бронебойность 10, а так же, получают свойство [b]Магическиe атаки[/b].
                   
                 | 
      
| 
          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).
                   
                 | 
      
| 
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
             
           | 
              
                Essence de libre pensée
                
                 
                    Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
                   
                 | 
      
| 
          Exemplar's Flame
          
           
              The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
             
           | 
              
                Flamme de l'exemple
                
                 
                    Choisissez une [b]Unité mère[/b] après la Sélection des sorts (à l'étape 8 de la Séquence pré-partie). Au début de n'importe quelle Phase de mêlée alliée, si le porteur se situe à 18" ou moins de l'unité choisie, le joueur actif peut décider de défausser un unique marqueur Voilequot; de sa réserve pour donner aux figurines ordinaires de l'unité ciblée les règles [b]Attaque magique[/b] et [b]Coup fatal[/b] jusqu'à la fin de la phase.
                   
                 | 
              
                Flamme des Vorbilds
                
                 
                    Wähle nach der Zauberauswahl (während Schritt 8 der Spielvorbereitung) ein einzelnes Hauptregiment. Zu Beginn jeder eigenen Nahkampfphase, falls sich der Träger innerhalb von 18" um die gewählte Einheit befindet, darf der kontrollierende Spieler eine einzelne Schleiermarke aus seinem Schleiermarkenvorrat ablegen, um allen R&F-Modellen in der gewählten Einheit bis zum Ende der Phase [b]Todesstoß[/b] und [b]Magische Attacken[/b] zu verleihen.
                   
                 | 
              
                Exemplar's Flame
                
                 
                    The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
                   
                 | 
              
                Exemplar's Flame
                
                 
                    The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
                   
                 | 
              
                Exemplar's Flame
                
                 
                    The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
                   
                 | 
              
                Exemplar's Flame
                
                 
                    The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
                   
                 | 
              
                Образцовое пламя
                
                 
                    Выберите один Главный отряд после Выбора заклинаний (на 8-ом шаге Дейвствий перед игрой). В начале любой дружественный Фазы ближнего боя, если носитель находится в пределах 18" выбранного отряда, его владелец может отказаться от одного жетона Завесы из пула, чтобы выдать всем рядовым моделям в выбранном отряде свойства [b]Магические атаки[/b] и [b]Смертельный удар[/b] до конца фазы.
                   
                 | 
      
| 
          Ghostly Guard
          
           
              +2 Arm against non-Magical Attacks.
             
           | 
              
                Protection fantômatique
                
                 
                    Enchantement : Armure lourde et Armure de plates.
Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
              
                Ghostly Guard
                
                 
                    +2 Arm against non-Magical Attacks.
                   
                 | 
      
| 
          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+.
                   
                 | 
      
| 
          Hammer of Witches
          
           
              Att is set to 5. Fury (towards Channel (X)).
             
           | 
              
                Malleus maleficarum
                
                 
                    La valeur d'Attaque du porteur [b]passe[/b] à 5 lorsqu'il utilise cette arme, les attaques effectuées avec cette arme gagnent [b]Ardeur guerrière (contre Canalisation)[/b] et [b]Attaque magique[/b].
                   
                 | 
              
                Hexenhammer
                
                 
                    Wenn der Träger diese Waffe benutzt, wird sein Attackewert auf 5 [b]gesetzt[/b] und Attacken mit ihr erhalten [b]Schlachtfokus (gegen Kanalisieren)[/b] und werden zu [b]Magischen Attacken[/b].
                   
                 | 
              
                Hammer of Witches
                
                 
                    Att is set to 5. Fury (towards Channel (X)).
                   
                 | 
              
                Hammer of Witches
                
                 
                    Att is set to 5. Fury (towards Channel (X)).
                   
                 | 
              
                Hammer of Witches
                
                 
                    Att is set to 5. Fury (towards Channel (X)).
                   
                 | 
              
                Hammer of Witches
                
                 
                    Att is set to 5. Fury (towards Channel (X)).
                   
                 | 
              
                Молот ведьм
                
                 
                    Количество атак носителя становится [b]равным[/b] 5 при использовании этого оружия, а так же атаки, совершенные им, получают свойства [b]Боевой раж (против моделей с правилом Источник)[/b] и [b]Магические атаки[/b].
                   
                 | 
      
| 
          Witchfire Guard
          
           
              Aegis (4+, against Magical Attacks).
             
           | 
              
                Protection du feu sorcier
                
                 
                    Le porteur gagne [b]Ægide (4+, contre Attaque magique)[/b] quand il utilise ce Bouclier.
                   
                 | 
              
                Hexenfeuerschutz
                
                 
                    Der Träger erhält [b]Rettungswurf (4+, gegen Magische Attacken)[/b], während er diesen Schild benutzt.
                   
                 | 
              
                Witchfire Guard
                
                 
                    Aegis (4+, against Magical Attacks).
                   
                 | 
              
                Witchfire Guard
                
                 
                    Aegis (4+, against Magical Attacks).
                   
                 | 
              
                Witchfire Guard
                
                 
                    Aegis (4+, against Magical Attacks).
                   
                 | 
              
                Witchfire Guard
                
                 
                    Aegis (4+, against Magical Attacks).
                   
                 | 
              
                Пламенный оберег
                
                 
                    При использовании этого щита носитель получает правило [b]Эгида (4+, от Магических атак)[/b].
                   
                 | 
      
| 
          Imperial Seal
          
           
              Fearless
             
           | 
              
                Sceau impérial
                
                 
                    Fearless
                   
                 | 
              
                Imperiales Siegel
                
                 
                    Fearless
                   
                 | 
              
                Imperial Seal
                
                 
                    Fearless
                   
                 | 
              
                Imperial Seal
                
                 
                    Fearless
                   
                 | 
              
                Imperial Seal
                
                 
                    Fearless
                   
                 | 
              
                Imperial Seal
                
                 
                    Fearless
                   
                 | 
              
                Императорская печать
                
                 
                    Носитель получает +3 к Бронe и +1 к Дисциплине. Отряд носителя не может добровольно выбрать"Отступать" в качестве Реакции на нападение.
                   
                 | 
      
| 
          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
                   
                 | 
      
| 
          Locket of Sunna
          
           
              In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
             
           | 
              
                Médaillon de Sunna
                
                 
                    Lorsqu'il combat en Duel, choisissez un élément de figurine combattant aussi dans ce Duel contre le porteur, qui ne peut pas être un élément avec [b]Harnaché[/b] ou [b]Inanimé[/b]. Le porteur et l'élément choisi [b]doivent[/b] échanger leurs valeurs respectives d'Agilité, d'Attaque, de Force, de Pénétration d'armure et de Résistance non modifiées. Cet échange s'applique avant tout autre modificateur. Si le porteur et/ou l'élément de figurine fait parti d'une figurine multi-éléments, utilisez à la place la valeur de Résistance de la figurine multi-éléments.
                   
                 | 
              
                Sunnas Medaillon
                
                 
                    Wenn der Träger in einem Duell kämpft, wähle einen einzelnen Modellteil, mit dem der Träger kämpft. Dies kann kein Modellteil mit Angeschirrt oder Unbelebt sein. Der Träger und der ausgewählte Modellteil [b]müssen[/b] ihre korrespondierenden unmodifizierten Eigenschaftswerte für Attackewert, Stärke, Rüstungsdurchschlag, Agilität und Widerstandsfähigkeit tauschen. Dies wird durchgeführt, bevor weitere Modifikatoren angewendet werden. Nutze wenn der gewählte Modellteil Teil eines Mehrteiligen Modells ist, stattdessen die Widerstandsfähigkeit des kombinierten Models.
                   
                 | 
              
                Locket of Sunna
                
                 
                    In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
                   
                 | 
              
                Locket of Sunna
                
                 
                    In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
                   
                 | 
              
                Locket of Sunna
                
                 
                    In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
                   
                 | 
              
                Locket of Sunna
                
                 
                    In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
                   
                 | 
              
                Медальон Сунны
                
                 
                    Во время дуэли, выберите одну часть модели, не имеющую правил ни [b]Ездовой[/b], ни [b]Механизм[/b], с которой сражается носитель. Носитель и выбранная часть модели [b]должны[/b] поменяться своими соответствующими немодифицированными значениями характеристик Количества атак, Силы, Бронебойности, Ловкости и Стойкости. Это происходит до применения других модификаторов. Если выбранная часть модели является частью составной модели , используйте Стойкости составной модели вместо ее.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Ullor’s Horn
          
           
              Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
             
           | 
              
                Manteau d'Ullor
                
                 
                    Les unités ennemies à 6" ou moins du porteur ne gagnent pas +1 en Agilité de l'Élan de charge.
                   
                 | 
              
                Mantel des Ullor
                
                 
                    Gegnerische Einheiten innerhalb von 6" um den Träger erhalten nicht +1 Agilität für Angriffsschwung.
                   
                 | 
              
                Ullor’s Horn
                
                 
                    Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
                   
                 | 
              
                Ullor’s Horn
                
                 
                    Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
                   
                 | 
              
                Ullor’s Horn
                
                 
                    Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
                   
                 | 
              
                Ullor’s Horn
                
                 
                    Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
                   
                 | 
              
                Мантия Уллора
                
                 
                    Вражеские отряды в пределах 6" от носителя не получают бонус +1 Ловкости за Инерцию нападения.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          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 Power Preservation
          
           
              Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
             
           | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
              
                Potion of Power Preservation
                
                 
                    Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
                   
                 | 
      
| 
          Scroll of Conquest
          
           
              Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
             
           | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
              
                Scroll of Conquest
                
                 
                    Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
                   
                 | 
      
| 
          Scroll of Draining
          
           
              Aegis (3+, against Magical Attacks).
             
           | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
              
                Scroll of Draining
                
                 
                    Aegis (3+, against Magical Attacks).
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Sigil of Protection
          
           
              +1 Arm.
             
           | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
              
                Sigil of Protection
                
                 
                    +1 Arm.
                   
                 | 
      
| 
          Spell Scroll (Flaming Swords)
          
           
              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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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 (Flaming Swords)
                
                 
                    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.
                   
                 | 
      
| 
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
              
                Trusted Adviser
                
                 
                    When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                   
                 | 
      
| 
          Warding of Unity
          
           
              Attached and Resistance (Melee Attacks).
             
           | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
              
                Warding of Unity
                
                 
                    Attached and Resistance (Melee Attacks).
                   
                 | 
      
| 
          Wild Warding
          
           
              +3 Arm. The Armour Value can never be improved beyond 5.
             
           | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
              
                Wild Warding
                
                 
                    +3 Arm. The Armour Value can never be improved beyond 5.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer’s unit gains Magic Resistance (1).
                   
                 | 
      
| 
          Banner of Unity
          
           
              Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
             
           | 
              
                Bannière de cohésion
                
                 
                    À chaque fois que l'unité du porteur est la cible d'un Ordre, l'unité peut immédiatement donner un Ordre à une [b]Unité de soutien[/b] à 8" ou moins de l'unité du porteur.
                   
                 | 
              
                Banner der Einigkeit
                
                 
                    Jedes Mal, wenn die Einheit des Trägers Ziel eines Befehls ist, darf sie sofort einer einzelnen Unterstützungstruppe innerhalb von 8" um die Einheit des Trägers einen zusätzlichen Befehl erteilen.
                   
                 | 
              
                Banner of Unity
                
                 
                    Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
                   
                 | 
              
                Banner of Unity
                
                 
                    Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
                   
                 | 
              
                Banner of Unity
                
                 
                    Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
                   
                 | 
              
                Banner of Unity
                
                 
                    Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
                   
                 | 
              
                Знамя единства
                
                 
                    Каждый раз, когда отряд носителя становится целью Приказа, отряд может немедленно отдать один Приказ одному Вспомогательному отряду в пределах 8".
                   
                 | 
      
| 
          Distortion Emblem
          
           
              One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
             
           | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
              
                Distortion Emblem
                
                 
                    One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
                   
                 | 
      
| 
          Marksman's Pennant
          
           
              The bearer’s unit gains Stand and Shoot.
             
           | 
              
                Fanion du tireur
                
                 
                    L'unité du porteur ne subit pas la pénalité de -1 pour toucher lorsqu'elle effectue la Réaction à une charge Tenir la position et tirerquot;.
                   
                 | 
              
                Wimpel des Scharfschützen
                
                 
                    Die Einheit des Trägers erleidet nicht den -1 Trefferwurfmodifikator für Stehen und Schießen- Angriffsreaktionen.
                   
                 | 
              
                Marksman's Pennant
                
                 
                    The bearer’s unit gains Stand and Shoot.
                   
                 | 
              
                Marksman's Pennant
                
                 
                    The bearer’s unit gains Stand and Shoot.
                   
                 | 
              
                Marksman's Pennant
                
                 
                    The bearer’s unit gains Stand and Shoot.
                   
                 | 
              
                Marksman's Pennant
                
                 
                    The bearer’s unit gains Stand and Shoot.
                   
                 | 
              
                Вымпел снай пера
                
                 
                    Отряд носителя не получает штраф в -1 на попадание, при выборе"Стоять и стрелять" в качестве Реакции на нападение.
                   
                 | 
      
| 
          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.
                   
                 | 
      
| 
          Rending Banner
          
           
              One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
             
           | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
                   
                 | 
              
                Rending Banner
                
                 
                    One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP 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.
                   
                 | 
      
| 
          War College Banner
          
           
              The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
             
           | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 | 
              
                War College Banner
                
                 
                    The unit gains Orders. When using the Orders rule, choose a single model in the unit to use the rule. It must target the unit itself. This overrides the normal restriction of only targeting a unit within range of Commanding Presence or Rally Around the Flag.
                   
                 |