Correspondence of translations with another language
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          Ambush
          
           
              Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
             
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Agguato
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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                Ambush
                
                 
                    Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
                   
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          Standard Bearer
          
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                Standard Bearer
                
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                Standard Bearer
                
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                Standard Bearer
                
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                Standard Bearer
                
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                Alfiere
                
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                Standard Bearer
                
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                Standard Bearer
                
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          Beloved
          
           
              When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
             
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Amata
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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                Beloved
                
                 
                    When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
                   
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          Bow
          
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                Arc
                
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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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                Bow
                
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          Longbow
          
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                Longbow
                
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                Longbow
                
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                Longbow
                
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                Longbow
                
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                Arco lungo
                
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                Longbow
                
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                Longbow
                
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          Great Weapon
          
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                Arme Lourde
                
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                Zweihandwaffe
                
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                Great Weapon
                
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                Arma a dos Manos
                
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                Grande arma
                
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                Great Weapon
                
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                Great Weapon
                
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          Scorpion - Bolt Thrower Artillery Weapon
          
           
              Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
             
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Arma d'artiglieria - Scorpione
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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                Scorpion - Bolt Thrower Artillery Weapon
                
                 
                    Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
                   
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          Trebuchet - Catapult (4) Artillery Weapon
          
           
              Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
             
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Arma d'artiglieria Trabucco - Catapulta (4)
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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                Trebuchet - Catapult (4) Artillery Weapon
                
                 
                    Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
                   
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          Heavy Armour
          
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                Armure Lourde
                
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                Schwere Rüstung
                
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                Heavy Armour
                
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                Armadura Pesada
                
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                Armatura pesante
                
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                Heavy Armour
                
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                Heavy Armour
                
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          Paired Weapons
          
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                Paire d'Armes
                
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                Waffenpaar
                
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                Paired Weapons
                
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                Armas Emparejadas
                
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                Coppia d'armi
                
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                Paired Weapons
                
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                Paired Weapons
                
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          Light Armour
          
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                Armure Légère
                
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                Light Armour
                
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                Light Armour
                
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                Light Armour
                
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                Armatura leggera
                
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                Light Armour
                
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                Light Armour
                
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          Armour Piercing (1)
          
           
              Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
             
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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                Armour Piercing (1)
                
                 
                    Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
                   
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          Divine Attacks
          
           
              Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
             
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Attacchi divini
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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                Divine Attacks
                
                 
                    Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
                   
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          Magical Attacks
          
           
              Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
             
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Attacchi magici
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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                Magical Attacks
                
                 
                    Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
                   
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          Barding
          
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                Barding
                
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                Barding
                
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                Barding
                
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                Barding
                
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                Bardatura
                
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                Barding
                
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                Barding
                
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          Shield
          
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                Bouclier
                
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                Schild
                
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                Shield
                
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                Escudo
                
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                Scudo
                
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                Shield
                
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                Shield
                
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          Bowman Stakes
          
           
              When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
             
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                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
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                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
              
                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
              
                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
              
                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
              
                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
              
                Bowman Stakes
                
                 
                    When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
                   
                 | 
      
| 
          Braziers
          
           
              Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
             
           | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Bracieri
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
              
                Braziers
                
                 
                    Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
                   
                 | 
      
| 
          Devastating Charge
          
           
              In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
             
           | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Carica devastante
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
              
                Devastating Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
                   
                 | 
      
| 
          Impact Hits (D3)
          
           
              Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
             
           | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Colpi d'impatto (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
              
                Impact Hits (D3)
                
                 
                    Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
                   
                 | 
      
| 
          Stubborn
          
           
              A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
             
           | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Determinato
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
              
                Stubborn
                
                 
                    A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
                   
                 | 
      
| 
          Scout
          
           
              Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
             
           | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Esploratore
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
              
                Scout
                
                 
                    Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
                   
                 | 
      
| 
          Ethereal
          
           
              Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
             
           | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Etereo
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
              
                Ethereal
                
                 
                    Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
                   
                 | 
      
| 
          Fast Cavalry
          
           
              Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
             
           | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
              
                Fast Cavalry
                
                 
                    Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
                   
                 | 
      
| 
          Fear
          
           
              All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
             
           | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Paura
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
              
                Fear
                
                 
                    All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
                   
                 | 
      
| 
          Fly (8)
          
           
              Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
             
           | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Volo (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (8)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
      
| 
          Fly (9)
          
           
              Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
             
           | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Volo (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
              
                Fly (9)
                
                 
                    Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
                   
                 | 
      
| 
          Lance Formation
          
           
              Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
             
           | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Formazione a lancia
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
              
                Lance Formation
                
                 
                    Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
                   
                 | 
      
| 
          Frenzy
          
           
              Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
             
           | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Furia
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
              
                Frenzy
                
                 
                    Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
                   
                 | 
      
| 
          Jousting
          
           
              A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
             
           | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Giostrare
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
              
                Jousting
                
                 
                    A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
                   
                 | 
      
| 
          Grail Oath
          
           
              Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
             
           | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Voto del graal
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
              
                Grail Oath
                
                 
                    Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
                   
                 | 
      
| 
          Hatred
          
           
              Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
             
           | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Odio
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
              
                Hatred
                
                 
                    Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
                   
                 | 
      
| 
          Holy Fervor
          
           
              All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
             
           | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Sacro fervore
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
              
                Holy Fervor
                
                 
                    All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
                   
                 | 
      
| 
          Impetuous
          
           
              When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
             
           | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuoso
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
              
                Impetuous
                
                 
                    When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
                   
                 | 
      
| 
          Innate Defense (5+)
          
           | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
              
                Innate Defense (5+)
                
                 | 
      
| 
          Insignificant
          
           
              Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
             
           | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificante
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
              
                Insignificant
                
                 
                    Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
                   
                 | 
      
| 
          Unstable
          
           
              Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
             
           | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Instabile
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
              
                Unstable
                
                 
                    Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
                   
                 | 
      
| 
          The Blessing
          
           | 
              
                The Blessing
                
                 | 
              
                The Blessing
                
                 | 
              
                The Blessing
                
                 | 
              
                The Blessing
                
                 | 
              
                La benedizione
                
                 | 
              
                The Blessing
                
                 | 
              
                The Blessing
                
                 | 
      
| 
          Lance
          
           | 
              
                Lance
                
                 | 
              
                Lanze
                
                 | 
              
                Lance
                
                 | 
              
                Lanza de Caballería
                
                 | 
              
                Lancia pesante
                
                 | 
              
                Lance
                
                 | 
              
                Lance
                
                 | 
      
| 
          Light Lance
          
           | 
              
                Lance Légère
                
                 | 
              
                Leichte Lanze
                
                 | 
              
                Light Lance
                
                 | 
              
                Lanza Ligera
                
                 | 
              
                Lancia leggera
                
                 | 
              
                Light Lance
                
                 | 
              
                Light Lance
                
                 | 
      
| 
          Lowborn
          
           
              A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
             
           | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Umile lignaggio
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
              
                Lowborn
                
                 
                    A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
                   
                 | 
      
| 
          Weapon Master
          
           
              At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
             
           | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Maestro d'armi
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
              
                Weapon Master
                
                 
                    At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
                   
                 | 
      
| 
          Magic Resistance (1)
          
           
              All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
             
           | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Resistenza alla magia (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (1)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
      
| 
          Magic Resistance (2)
          
           
              All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
             
           | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Resistenza alla magia (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
              
                Magic Resistance (2)
                
                 
                    All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
                   
                 | 
      
| 
          Master at Arms
          
           
              The Castellan and its unit gain Weapon Master.
             
           | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
              
                Master at Arms
                
                 
                    The Castellan and its unit gain Weapon Master.
                   
                 | 
      
| 
          Monstrous Support
          
           
              May make up to 3 supporting attacks in all ranks
             
           | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
              
                Monstrous Support
                
                 
                    May make up to 3 supporting attacks in all ranks
                   
                 | 
      
| 
          Mount’s Protection (6+)
          
           | 
              
                Protection de Monture (6+)
                
                 | 
              
                Schutz des Reittieres (6+)
                
                 | 
              
                Mount’s Protection (6+)
                
                 | 
              
                Protección de la Montura (6+)
                
                 | 
              
                Mount’s Protection (6+)
                
                 | 
              
                Mount’s Protection (6+)
                
                 | 
              
                Mount’s Protection (6+)
                
                 | 
      
| 
          Oath of Fealty
          
           
              Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
             
           | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Voto di fedelt
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
              
                Oath of Fealty
                
                 
                    Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
                   
                 | 
      
| 
          Otherworldly
          
           
              Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
             
           | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
              
                Otherworldly
                
                 
                    Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
                   
                 | 
      
| 
          War Platform
          
           
              Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
             
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                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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                Piattaforma di guerra
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
                 | 
              
                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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                War Platform
                
                 
                    Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
                   
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| 
          Towering Presence
          
           
              A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
             
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                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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                Presenza torreggiante
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
                 | 
              
                Towering Presence
                
                 
                    A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
                   
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| 
          Scoring
          
           
              Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
             
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Presidiante
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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                Scoring
                
                 
                    Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
                   
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| 
          Pure of Heart
          
           
              Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
             
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Puro di cuore
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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                Pure of Heart
                
                 
                    Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
                   
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| 
          Questing Oath
          
           
              Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
             
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                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
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                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
                 | 
              
                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
                 | 
              
                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
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                Voto della cerca
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
                 | 
              
                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
                 | 
              
                Questing Oath
                
                 
                    Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
                   
                 | 
      
| 
          Quick to Fire
          
           | 
              
                Quick to Fire
                
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                Quick to Fire
                
                 | 
              
                Quick to Fire
                
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                Quick to Fire
                
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                Rapido a tirare
                
                 | 
              
                Quick to Fire
                
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                Quick to Fire
                
                 | 
      
| 
          Rousing Orator
          
           
              The Castellan and its unit gain Devastating Charge.
             
           | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
              
                Rousing Orator
                
                 
                    The Castellan and its unit gain Devastating Charge.
                   
                 | 
      
| 
          Serfs
          
           
              If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
             
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                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
              
                Serfs
                
                 
                    If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
                   
                 | 
      
| 
          Skirmishers
          
           
              Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
             
           | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
              
                Skirmishers
                
                 
                    Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
                   
                 | 
      
| 
          Strider (Forest)
          
           
              Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
             
           | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Viaggiatore (Foresta)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
              
                Strider (Forest)
                
                 
                    Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
                   
                 | 
      
| 
          Terror
          
           
              When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
             
           | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terrore
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
              
                Terror
                
                 
                    When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
                   
                 | 
      
| 
          Thunderous Charge
          
           
              In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
             
           | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
              
                Thunderous Charge
                
                 
                    In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
                   
                 | 
      
| 
          Wizard Apprentice with 1 learned spell
          
           | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
              
                Wizard Apprentice with 1 learned spell
                
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Ring of Fire
          
           
              The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
             
           | 
              
                Anneau de Feu
                
                 
                    Sort Lié, Puissance 3 : Coulée Pyroclastique (Pyromancie).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
              
                Ring of Fire
                
                 
                    The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
                   
                 | 
      
| 
          Armour of Destiny
          
           
              Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
             
           | 
              
                Armure du Destin
                
                 
                    Infanterie, Bêtes de Guerre et Cavalerie uniquement.
Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
              
                Armour of Destiny
                
                 
                    Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
                   
                 | 
      
| 
          Armour of Fortune
          
           
              Type: Heavy Armour. The wearer gains a Ward Save (5+)
             
           | 
              
                Armure de Bonne Fortune
                
                 
                    Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (5+).
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
              
                Armour of Fortune
                
                 
                    Type: Heavy Armour. The wearer gains a Ward Save (5+)
                   
                 | 
      
| 
          Armour of Percival
          
           
              Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
             
           | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
              
                Armour of Percival
                
                 
                    Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
                   
                 | 
      
| 
          Axe of Battle
          
           
              Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
             
           | 
              
                Hache de Bataille
                
                 
                    Type : Arme de Base. Le porteur a 6 Attaques quand il utilise cette arme mais ne peut jamais blesser sur un meilleur résultat que 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
              
                Axe of Battle
                
                 
                    Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
                   
                 | 
      
| 
          Wand of Stability
          
           
              The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
             
           | 
              
                Baguette de Stabilité
                
                 
                    Usage Unique. Le porteur peut ajouter un Dé de Magie gratuit à un de ses jets de dissipation après avoir vu le résultat du jet.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
              
                Wand of Stability
                
                 
                    The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
                   
                 | 
      
| 
          Beast-Bane Halberd
          
           
              Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
             
           | 
              
                Hallebarde Fléau-des-Bêtes
                
                 
                    Type : Hallebarde. Les attaques portées avec cette arme ont toujours Force 5 (quels que soient les modificateurs) et la règle Blessures Multiples (2, Char, Infanterie Monstrueuse, Bête Monstrueuse, Cavalerie Monstrueuse, Monstre, Monstre Monté).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
              
                Beast-Bane Halberd
                
                 
                    Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
                   
                 | 
      
| 
          Blessed Scripture
          
           
              Multiple Wounds suffered by the bearer are halved, rounded up.
             
           | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
              
                Blessed Scripture
                
                 
                    Multiple Wounds suffered by the bearer are halved, rounded up.
                   
                 | 
      
| 
          Blessed Sword
          
           
              Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
             
           | 
              
                Épée Sacrée
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont la règle Attaques Divines et leurs jets pour blesser ratés peuvent être relancés.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
              
                Blessed Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
                   
                 | 
      
| 
          Bluffer's Helm
          
           
              Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
             
           | 
              
                Heaume de Tromperie
                
                 
                    Ne peut pas être pris par une figurine avec la règle Présence Imposante.
Type : Aucun (Sauvegarde d’Armure 6+). Les jets pour blesser réussis contre le porteur doivent être relancés.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
              
                Bluffer's Helm
                
                 
                    Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
                   
                 | 
      
| 
          Book of Arcane Power
          
           
              The bearer gains a +1 casting modifier to casting and dispel rolls.
             
           | 
              
                Grimoire de Puissance Cabalistique
                
                 
                    Le porteur gagne un modificateur de +1 pour lancer et dissiper les sorts.
                   
                 | 
              
                Book of Arcane Power
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
              
                Book of Arcane Power
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
              
                Book of Arcane Power
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
              
                Libro del potere arcano
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
              
                Book of Arcane Power
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
              
                Book of Arcane Power
                
                 
                    The bearer gains a +1 casting modifier to casting and dispel rolls.
                   
                 | 
      
| 
          Hardened Shield
          
           
              Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
             
           | 
              
                Bouclier de Chance
                
                 
                    Type : Bouclier. Usage Unique. Ignorez la première touche subie par la figurine du porteur. Si plusieurs attaques se disputent le statut de première touche, le porteur peut choisir la touche à ignorer.
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
              
                Hardened Shield
                
                 
                    Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
                   
                 | 
      
| 
          Lucky Shield
          
           
              Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
             
           | 
              
                Bouclier Renforcé
                
                 
                    Type : Bouclier. Ajoutez un bonus additionnel de +1 à la Sauvegarde d’Armure du porteur quand il utilise ce bouclier, pour un total de +2. Le porteur subit un malus de -3 en Initiative, jusqu’à un minimum de 1, lorsqu’il porte des Attaques normales de Corps à Corps.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
              
                Lucky Shield
                
                 
                    Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
                   
                 | 
      
| 
          Bronze Breastplate
          
           
              Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
             
           | 
              
                Plastron de Bronze
                
                 
                    Type : Armure Lourde. Usage Unique. Vous pouvez activer l’objet lorsque la figurine du porteur subit une touche. Pour la durée de la Phase, la figurine du porteur gagne alors une Sauvegarde d’Armure de 1+. Si la figurine du porteur a la règle Présence Imposante, cette Sauvegarde d’Armure est limitée à 2+.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
              
                Bronze Breastplate
                
                 
                    Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
                   
                 | 
      
| 
          Dragon Mantle
          
           
              Type: None. The wearer gains Innate Defence (5+).
             
           | 
              
                Cape en Écailles de Dragon
                
                 
                    Type : Aucun. Le porteur gagne la règle Protection Innée (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
              
                Dragon Mantle
                
                 
                    Type: None. The wearer gains Innate Defence (5+).
                   
                 | 
      
| 
          Wizard’s Hood
          
           
              The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
             
           | 
              
                Capuche de Magicien
                
                 
                    Le porteur devient un Apprenti Magicien avec deux Sorts Appris (peu importe s’il était un Magicien avant). Au lieu de choisir une Voie de Magie normalement, le porteur utilise une Voie déterminée aléatoirement au début de la partie. Tirez au sort parmi toutes les Voies de Magie accessibles à n’importe quelle figurine du même Livre d’Armée, sans prendre en compte les Sorts Liés.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
              
                Wizard’s Hood
                
                 
                    The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
                   
                 | 
      
| 
          Charm of Cursed Iron
          
           
              The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
             
           | 
              
                Couronne de Moquerie
                
                 
                    Usage Unique. Vous pouvez utiliser cet objet au lieu de faire une tentative de dissipation. Le sort est alors automatiquement dissipé. Vous ne pouvez prendre cet objet que si votre armée ne comprend aucun Magicien.
Les figurines alliées ne peuvent pas lancer de sorts, Sorts Liés compris, et ne peuvent pas posséder d’Objets Cabalistiques si votre Liste d’Armée inclut cet objet.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
              
                Charm of Cursed Iron
                
                 
                    The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
                   
                 | 
      
| 
          Lucky Charm
          
           
              One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
             
           | 
              
                Charme de Chance
                
                 
                    Usage Unique. Peut être activé quand la figurine du porteur rate un jet de Sauvegarde d’Armure. Ce jet peut alors être relancé.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
              
                Monile portafortuna
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
              
                Lucky Charm
                
                 
                    One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
                   
                 | 
      
| 
          Crown of Autocracy
          
           
              The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
             
           | 
              
                Couronne d’Autocratie
                
                 
                    Le porteur gagne +1 en Commandement. Un Magicien ne peut pas utiliser ce bonus pour augmenter son Commandement au delà de 9.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
              
                Corona dell'autarchia
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
              
                Crown of Autocracy
                
                 
                    The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
                   
                 | 
      
| 
          Mithril Mail
          
           
              Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
             
           | 
              
                Cotte de Maille en Mithril
                
                 
                    Type : Armure Lourde (Sauvegarde d’Armure 2+). Cette Sauvegarde d’Armure ne peut être en aucun cas améliorée.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
              
                Mithril Mail
                
                 
                    Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
                   
                 | 
      
| 
          Crown of Scorn
          
           
              Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
             
           | 
              
                Icône de Fer Maudit
                
                 
                    L’unité du porteur gagne une Sauvegarde Invulnérable (5+) contre les blessures causées par des Armes d’Artillerie.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
              
                Crown of Scorn
                
                 
                    Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
                   
                 | 
      
| 
          Crusader’s Helm
          
           
              Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
             
           | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
              
                Crusader’s Helm
                
                 
                    Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
                   
                 | 
      
| 
          Glittering Cuirass
          
           
              Type: Heavy Armour. The wearer gains Distracting.
             
           | 
              
                Cuirasse Étincelante
                
                 
                    Type : Armure Lourde. Le porteur gagne la règle Distrayant.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
              
                Glittering Cuirass
                
                 
                    Type: Heavy Armour. The wearer gains Distracting.
                   
                 | 
      
| 
          Dispel Scroll
          
           
              Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
             
           | 
              
                Parchemin de Dissipation
                
                 
                    Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Le sort est automatiquement dissipé.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
              
                Dispel Scroll
                
                 
                    Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
                   
                 | 
      
| 
          Divine Icon
          
           
              The bearer's model gains Divine Attacks.
             
           | 
              
                Icône Divine
                
                 
                    La figurine du porteur gagne la règle Attaques Divines.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
              
                Divine Icon
                
                 
                    The bearer's model gains Divine Attacks.
                   
                 | 
      
| 
          Dragon Lance
          
           
              Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
             
           | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
              
                Dragon Lance
                
                 
                    Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
                   
                 | 
      
| 
          Dragonfire Gem
          
           
              The bearer gains Fireborn.
             
           | 
              
                Gemme de Feu de Dragon
                
                 
                    Le porteur gagne la règle Né du Feu.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Fireborn.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Fireborn.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Fireborn.
                   
                 | 
              
                Gemma draconica
                
                 
                    The bearer gains Fireborn.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Fireborn.
                   
                 | 
              
                Dragonfire Gem
                
                 
                    The bearer gains Fireborn.
                   
                 | 
      
| 
          Dragonscale Helm
          
           
              Type: None (6+ Armour Save). The wearer gains Fireborn.
             
           | 
              
                Heaume en Écailles de Dragon
                
                 
                    Type : Aucun (Sauvegarde d’Armure 6+). Le porteur gagne la règle Né du Feu.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
              
                Dragonscale Helm
                
                 
                    Type: None (6+ Armour Save). The wearer gains Fireborn.
                   
                 | 
      
| 
          Dusk Stone
          
           
              The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
             
           | 
              
                Pierre du Crépuscule
                
                 
                    Le porteur peut relancer ses jets de Sauvegarde d’Armure ratés. S’il choisit de le faire, il ne peut pas utiliser de Sauvegarde Invulnérable ou de Régénération.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
              
                Dusk Stone
                
                 
                    The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
                   
                 | 
      
| 
          Obsidian Sword
          
           
              Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
             
           | 
              
                Épée d’Obsidienne
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
              
                Obsidian Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
                   
                 | 
      
| 
          Sword of Strength
          
           
              Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
             
           | 
              
                Épée de Force
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont +1 en Force.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
              
                Sword of Strength
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
                   
                 | 
      
| 
          Giant Sword
          
           
              Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
             
           | 
              
                Épée de Géant
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont +3 en Force.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
              
                Giant Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
                   
                 | 
      
| 
          Hero's Sword
          
           
              Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
             
           | 
              
                Épée des Héros
                
                 
                    Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Le porteur gagne +1 Attaque quand il combat avec cette arme. Quand il attaque avec cette arme, le porteur ne peut excéder 4 Attaques et une Force de 5, quels que soient les modificateurs.
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
              
                Hero's Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
                   
                 | 
      
| 
          Ogre Sword
          
           
              Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
             
           | 
              
                Épée Ogre
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont +2 en Force.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
              
                Ogre Sword
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
                   
                 | 
      
| 
          Fencer's Swords
          
           
              Type: Paired Weapons. The wielder has Weapon Skill 10.
             
           | 
              
                Épées d’Escrimeur
                
                 
                    Type : Paire d’Armes. Le porteur obtient une Capacité de Combat de 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
              
                Fencer's Swords
                
                 
                    Type: Paired Weapons. The wielder has Weapon Skill 10.
                   
                 | 
      
| 
          Essence of a Free Mind
          
           
              The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
             
           | 
              
                Essence de Libre Pensée
                
                 
                    Le Magicien peut inscrire deux Voies de Magie sur la Liste d’Armée plutôt qu’une, parmi les Voies qui lui sont normalement accessibles. Choisissez laquelle de ces deux Voies il va utiliser avant de générer les sorts.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
              
                Essenza di una mente libera
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
              
                Essence of a Free Mind
                
                 
                    The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
                   
                 | 
      
| 
          Flaming Lance
          
           
              Type: Lance. Attacks made with this weapon gain Flaming Attacks.
             
           | 
              
                Lance Enflammée
                
                 
                    Type : Lance de Cavalerie. Les attaques portées avec cette arme ont la règle Attaques Enflammées.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
              
                Flaming Lance
                
                 
                    Type: Lance. Attacks made with this weapon gain Flaming Attacks.
                   
                 | 
      
| 
          Fleshrender
          
           
              Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
             
           | 
              
                L’Arracheur de Chair
                
                 
                    Type : Arme Lourde. Les attaques portées avec cette arme ont la règle Perforant (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Fleshrender
                
                 
                    Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
      
| 
          Gem of Fortune
          
           
              Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
             
           | 
              
                Gemme de Chance
                
                 
                    Les jets pour blesser réussis d’Attaques à Distance dirigées contre l’unité du porteur ayant donné ‘6’ doivent être relancés, à moins que la touche n’ait été distribuée sur une figurine avec la règle Présence Imposante.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
              
                Gem of Fortune
                
                 
                    Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled,  unless the hit was distributed onto a model with Towering Presence.
                   
                 | 
      
| 
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
              
                Gemme d’Obsidienne
                
                 
                    Le porteur gagne la règle Résistance à la Magie (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Pietra d'ossidiana
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
              
                Obsidian Rock
                
                 
                    The bearer gains Magic Resistance (2).
                   
                 | 
      
| 
          Obsidian Nullstone
          
           
              The bearer gains Magic Resistance (3).
             
           | 
              
                Graine de Renaissance
                
                 
                    Le porteur gagne une Régénération (4+).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
              
                Obsidian Nullstone
                
                 
                    The bearer gains Magic Resistance (3).
                   
                 | 
      
| 
          Jack's Pickaxe
          
           
              cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
             
           | 
              
                La Pioche de Jack
                
                 
                    Ne peut pas être pris par une figurine avec la règle Présence Imposante.
Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Contre les figurines avec la règle Présence Imposante, elles gagnent aussi la règle Blessures Multiples (2), et comptent comme ayant une Force égale à l’Endurance de leur cible pour le jet pour blesser. Ignorez tout autre modificateur de Force que celui fourni par cette arme quand la cible est une figurine avec la règle Présence Imposante. Notez que le bonus de +1 en Force s’applique après avoir égalé la Force avec l’Endurance de la cible.
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
              
                Jack's Pickaxe
                
                 
                    cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
                   
                 | 
      
| 
          King Slayer
          
           
              Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
             
           | 
              
                Tueuse de Rois
                
                 
                    Type : Arme de Base. Le porteur gagne +1 en Force et +1 Attaque quand il attaque avec cette arme pour chaque Personnage ennemi en contact socle à socle avec l’unité du porteur. Ce bonus est calculé et prend effet au palier d’Initiative auquel sont faites les attaques.
                   
                 | 
              
                King Slayer
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
              
                King Slayer
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
              
                King Slayer
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
              
                Sterminatrice di re
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
              
                King Slayer
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
              
                King Slayer
                
                 
                    Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
                   
                 | 
      
| 
          Razor Blade
          
           
              Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
             
           | 
              
                Lame Tranchante
                
                 
                    Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
              
                Razor Blade
                
                 
                    Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
                   
                 | 
      
| 
          Mace of Tristan
          
           
              Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
             
           | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
              
                Mace of Tristan
                
                 
                    Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
                   
                 | 
      
| 
          Storm Clarion
          
           
              One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
             
           | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Olifante della tempesta
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
              
                Storm Clarion
                
                 
                    One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
                   
                 | 
      
| 
          Wafers of Penitence
          
           
              Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
             
           | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Ostie della penitenza
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
              
                Wafers of Penitence
                
                 
                    Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
                   
                 | 
      
| 
          Shielding Scroll
          
           
              Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
             
           | 
              
                Parchemin de Protection
                
                 
                    Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Toutes les figurines affectées gagnent une Sauvegarde Invulnérable (4+) contre les effets de ce sort.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
              
                Shielding Scroll
                
                 
                    Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
                   
                 | 
      
| 
          Sprout of Rebirth
          
           
              The bearer gains a Regeneration (4+).
             
           | 
              
                Pierre d’Annulation d’Obsidienne
                
                 
                    Le porteur gagne la règle Résistance à la Magie (3).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
              
                Sprout of Rebirth
                
                 
                    The bearer gains a Regeneration (4+).
                   
                 | 
      
| 
          Potion of Strength
          
           
              May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
             
           | 
              
                Potion de Force
                
                 
                    Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +2 en Force jusqu’à la fin du Tour de Joueur.
                   
                 | 
              
                Potion of Strength
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
              
                Potion of Strength
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
              
                Potion of Strength
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
              
                Pozione della forza
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
              
                Potion of Strength
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
              
                Potion of Strength
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
                   
                 | 
      
| 
          Potion of Swiftness
          
           
              May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
             
           | 
              
                Potion de Rapidité
                
                 
                    Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +3 en Initiative jusqu’à la fin du Tour de Joueur.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
              
                Pozione della rapidit
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
              
                Potion of Swiftness
                
                 
                    May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
                   
                 | 
      
| 
          Sceptre of Power
          
           
              The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
             
           | 
              
                Sceptre de Pouvoir
                
                 
                    Usage Unique. Le porteur peut ajouter un unique Dé de Magie depuis sa réserve à un jet de lancement de sort après avoir vu le résultat du jet. Cela ne permet pas de dépasser la limite de 5 Dés de Magie pour lancer des sorts.
                   
                 | 
              
                Sceptre of Power
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
              
                Sceptre of Power
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
              
                Sceptre of Power
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
              
                Scettro del potere
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
              
                Sceptre of Power
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
              
                Sceptre of Power
                
                 
                    The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
                   
                 | 
      
| 
          Skull Splitter
          
           
              Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
             
           | 
              
                Trancheuse de Crâne
                
                 
                    Type : Arme de Tir. Portée 24″, Force 4, Perforant (1), Tirs Multiples (4). Les Attaques de Tir réalisées avec cette arme ignorent la Capacité de Tir et les modificateurs pour toucher, et touchent à la place toujours sur 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
              
                Skull Splitter
                
                 
                    Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
                   
                 | 
      
| 
          Talisman of Shielding
          
           
              The bearer gains a Ward Save (6+).
             
           | 
              
                Talisman de Protection
                
                 
                    Le porteur gagne une Sauvegarde Invulnérable (6+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
              
                Talismano di protezione
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
              
                Talisman of Shielding
                
                 
                    The bearer gains a Ward Save (6+).
                   
                 | 
      
| 
          Talisman of Greater Shielding
          
           
              The bearer gains a Ward Save (5+).
             
           | 
              
                Talisman de Protection Majeure
                
                 
                    Le porteur gagne une Sauvegarde Invulnérable (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
              
                Talisman of Greater Shielding
                
                 
                    The bearer gains a Ward Save (5+).
                   
                 | 
      
| 
          Talisman of Supreme Shielding
          
           
              The bearer gains a Ward Save (4+).
             
           | 
              
                Talisman de Protection Suprême
                
                 
                    Le porteur gagne une Sauvegarde Invulnérable (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
              
                Talisman of Supreme Shielding
                
                 
                    The bearer gains a Ward Save (4+).
                   
                 | 
      
| 
          Talisman of Roland
          
           
              No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
             
           | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
              
                Talisman of Roland
                
                 
                    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Aether Icon
          
           
              The bearer can make Dispel Attempts as if it was a Wizard Master.
             
           | 
              
                Icône d’Éther
                
                 
                    Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
              
                Icona d'etere
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
              
                Aether Icon
                
                 
                    The bearer can make Dispel Attempts as if it was a Wizard Master.
                   
                 | 
      
| 
          Banner of Discipline
          
           
              The bearer's unit automatically passes all Panic  Tests.
             
           | 
              
                Bannière de Discipline
                
                 
                    L’unité du porteur réussit automatiquement ses tests de Panique.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
              
                Insegna della disciplina
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
              
                Banner of Discipline
                
                 
                    The bearer's unit automatically passes all Panic  Tests.
                   
                 | 
      
| 
          Banner of Speed
          
           
              The bearer's unit gains +1 Movement.
             
           | 
              
                Bannière de Vitesse
                
                 
                    L’unité du porteur gagne +1 en Mouvement.
                   
                 | 
              
                Banner of Speed
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
              
                Banner of Speed
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
              
                Banner of Speed
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
              
                Insegna della velocit
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
              
                Banner of Speed
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
              
                Banner of Speed
                
                 
                    The bearer's unit gains +1 Movement.
                   
                 | 
      
| 
          Banner of the Last Charge
          
           
              All mounts in the bearer’s unit gain Impact Hits (1).
             
           | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Stendardo dell'ultima carica
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
              
                Banner of the Last Charge
                
                 
                    All mounts in the bearer’s unit gain Impact Hits (1).
                   
                 | 
      
| 
          Rending Banner
          
           
              All non-character models in the bearer’s unit gain Armour Piercing (1).
             
           | 
              
                Bannière Lacérante
                
                 
                    Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
                   
                 | 
              
                Rending Banner
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
              
                Rending Banner
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
              
                Rending Banner
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
              
                Insegna lacerante
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
              
                Rending Banner
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
              
                Rending Banner
                
                 
                    All non-character models in the bearer’s unit gain Armour Piercing (1).
                   
                 | 
      
| 
          War Standard
          
           
              The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
             
           | 
              
                Étendard de Guerre
                
                 
                    L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
              
                War Standard
                
                 
                    The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
                   
                 | 
      
| 
          Stalker's Standard
          
           
              The bearer’s unit gains Strider and Swiftstride.
             
           | 
              
                Étendard du Pisteur
                
                 
                    L’unité du porteur gagne les règles Course Rapide et Guide.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
              
                Stendardo dell'oppressore
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
              
                Stalker's Standard
                
                 
                    The bearer’s unit gains Strider and Swiftstride.
                   
                 | 
      
| 
          Flaming Standard
          
           
              The bearer's unit automatically passes all Panic Tests.
             
           | 
              
                Étendard Flamboyant
                
                 
                    Au début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
              
                Stendardo infuocato
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
              
                Flaming Standard
                
                 
                    The bearer's unit automatically passes all Panic Tests.
                   
                 | 
      
| 
          Gleaming Icon
          
           
              One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
             
           | 
              
                Icône Étincelante
                
                 
                    Usage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement.
L’unité peut alors relancer les dés pour ce test raté.
                   
                 | 
              
                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
                 | 
              
                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
                 | 
              
                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
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                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
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                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
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                Gleaming Icon
                
                 
                    One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
                   
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          Icon of the Relentless Company
          
           
              One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
             
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                Icône de la Compagnie Implacable
                
                 
                    Usage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements.
Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
                   
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                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
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                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
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                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
                 | 
              
                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
                 | 
              
                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
                 | 
              
                Icon of the Relentless Company
                
                 
                    One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
                   
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          The Oriflamme
          
           
              The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
             
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                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
                 | 
              
                The Oriflamme
                
                 
                    The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
                   
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