 
Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| Distracting 
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             | Perturbant 
                    Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher.
Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
                   | Ablenkend 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | Distracting 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | Distracción 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | Distrarre 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | Distracting 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | Отвлечение 
                    Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                   | 
| Abyssal Armour 
              Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
             | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | Abyssal Armour 
                    Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.
                   | 
| Veil Stalker 
              The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
             | Pisteur du Voile 
                    La figurine suit les règles d'[b]Embuscade[/b], avec les exceptions suivantes : Lorsque l'unité arrive en jeu, son propriétaire peut décider d'appliquer la règle [b]Embuscade spéciale (à 6" ou moins d'une figurine ennemie avec Canalisation)[/b].
                   | Veil Stalker 
                    The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
                   | Veil Stalker 
                    The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
                   | Acechante del Velo 
                    La miniatura sigue las reglas para Emboscada con las siguientes excepciones: cuando su unidad entre al Campo de Batalla, el propietario puede elegir aplicar las reglas de Emboscada Especial (en un radio de 6" de una miniatura enemiga con Canalizar).
                   | Veil Stalker 
                    The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
                   | Veil Stalker 
                    The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).
                   | Охотники Завесы 
                    Модель следует правилам [b]Засады[/b] со следующими исключениями: Когда этот отряд появляется на поле боя, его владелец может выставить его в пределах 6" от враже- ской модели с правилом Источник вместо выхода из засады от края стола по обычным правилам. В этом случае отряд не может выполнять Обычное перемещение в эту Фазу движения (он все еще может выполнять Перестроение).
                   | 
| Acid Blood 
              For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
             | Sang acide 
                    Pour chaque jet de sauvegarde de [b]Fortitude[/b] que la figurine rate contre une blessure causée par une Attaque de mêlée ennemie, la figurine qui a infligé la touche responsable de cette blessure subit immédiatement 1 touche avec [b]Attaque toxique[/b] répartie sur la Réserve de Points de vie de la figurine, résolue avant que la moindre figurine ne soit retirée comme perte.
                   | Acid Blood 
                    For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
                   | Acid Blood 
                    For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
                   | Sangre Ácida 
                    Por cada Salvación por Fortaleza que la miniatura falle contra Ataques de Melé enemigos, la miniatura inflige inmediatamente 1 impacto con Ataques Tóxicos, contra la miniatura que causó la herida, antes de retirar ninguna baja, distribuida contra la Reserva de Puntos de Vida de la miniatura.
                   | Acid Blood 
                    For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
                   | Acid Blood 
                    For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.
                   | Кислотная кровь 
                    За каждый успешный спасбросок за [b]Живучесть[/b], сделанный носителем против Рукопашных атак, модель, которая нанесла ранящее попадание, немедленно получает 1 попадание со свойством [b]Токсические атаки[/b] до удаления любых потерь. Это попадание распределяется в пул Очков здоровья модели.
                   | 
| Aegis | Ægide 
                    Ægide est une  Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle  Attaque
divine  doivent être relancés.
Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la
sauvegarde d’armure.
• Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour
annuler la blessure.
• Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la
figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans
pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de
ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max
4+) gagnera une Ægide (5+)).
Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une
seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
                   | Rettungswurf | Aegis | Égida | Egida | Aegis | Эгида | 
| Aether Battery 
              Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
             | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | Aether Battery 
                    Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.
                   | 
| Tightening Grasp 
              The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
             | Constricteur 
                    La figurine gagne [b]Attaque de broyage (X)[/b], et peut effectuer des [b]Attaques de broyage[/b] en tant qu'Attaque de soutien, ignorant le nombre maximal d'Attaques de soutien. Lorsque la figurine n'est pas engagée au combat, Xquot; [b]passe[/b] à 1. Au début de chaque Manche de combat sauf la première Manche de combat, si l'unité de la figurine combat, Xquot; est augmenté de +1 (ex. : [b]Attaque de broyage (1)[/b] devient [b]Attaque de broyage (2)[/b]).
                   | Tightening Grasp 
                    The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
                   | Tightening Grasp 
                    The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
                   | Agarre Constrictor 
                    La miniatura obtiene [b]Ataques Pulverizadores (X)[/b], y puede realizar Ataques Pulverizadores como Ataques de Apoyo, ignorando el número máximo de Ataques de Apoyo. Cuando la miniatura no esté Trabada en Combate, X se [b]establece[/b] en 1. Al inicio de cada Ronda de Combate en que la unidad de la miniatura esté combatiendo, y que no sea la Primera Ronda de Combate, si la miniatura está Trabada, X incrementa en 1 (por ejemplo Ataques Pulverizadores (1) pasa a ser Ataques Pulverizadores (2)).
                   | Tightening Grasp 
                    The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
                   | Tightening Grasp 
                    The model gains [b]Grind Attacks (X)[/b], and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is [b]set[/b] to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).
                   | Сжимающаяся хватка 
                    Эта модель получает правило [b]Перемалывающая атака (X)[/b] и может выполнять Перемалывающая атака как Поддерживающие атаки, игнорируя ограничение максимального количества Поддерживающих атак. Когда модель не связана в ближнем бою, Х [b]устанавливается[/b] равным 1. В начале каждого Раунда ближнего боя, в котором отряд модели связан в бою, кроме первого, "Х" увели- чивается на +1 (т. е. Перемалывающая атака (1) становятся Перемалывающая атака (2) и т. д.).
                   | 
| Tall | Une tête au dessus 
                    Une  Ligne de vue  tracée vers ou à partir d’une figurine ou d’un Rectangle limite avec la règle Une tête au dessus n’est pas bloquée par les figurines de la même Taille (que la figurine ou le Rectangle limite avec cette règle), sauf si une figurine intermédiaire possède également cette règle. Rappelez-vous que cela affecte aussi les  Couverts  (si une figurine bloque une Ligne de vue, elle contribue à un Couvert lourd à la place d’un Couvert léger).
                   | Überragend | Tall | Alto | Alto | Tall | Высокий | 
| Harnessed 
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             | Harnaché 
                    Corps à corps
Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien  et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou  Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
                   | Angeschirrt 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Contenidos 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Imbrigliato 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Ездовой 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | 
| Fear 
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             | Peur 
                    Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un  Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont  Ébranlées  et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   | Angst 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Miedo 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Paura 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Страх 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | 
| Avert your Gaze 
              Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
             | Détournez le regard! 
                    Les unités ennemies dans à 6" ou moins d'au moins une figurine avec [b]Détournez le regard![/b] subissent -2 en Discipline lorsqu'elles effectuent un Test de reformation de combat.
                   | Avert your Gaze 
                    Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
                   | Avert your Gaze 
                    Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
                   | Aparta la Mirada 
                    Las unidades enemigas en un radio de 6" de una o más miniaturas con esta regla sufren -2 Disciplina al realizar chequeos de Reorganización en Combate.
                   | Avert your Gaze 
                    Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
                   | Avert your Gaze 
                    Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.
                   | Отведи свой взор 
                    Вражеские отряды в пределах 6" от одной или более моделей с этим правилом получают штраф в -2 при прохождении проверок Дисциплины для Боевого перестроения.
                   | 
| Extra Support | Attaque de soutien | Extra Support | Extra Support | Apoyo Extra | Supporto Aggiuntivo | Extra Support | Дополнительная поддержка | 
| Wizard Apprentice 
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             | Apprenti magicien 
                    - Connaît 1 sort.
- Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts
.
                   | Zau- bernovize 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Wizard Apprentice 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Aprendiz Hechicero 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Mago Apprendista 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Wizard Apprentice 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Младший маг 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | 
| Battle Focus 
              If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
             | Ardeur guerrière 
                    Corps à corps
Si une attaque avec cette règle touche avec un résultat non modifié de ‘6’, l’attaque inflige une touche supplémentaire (généralement deux touches au lieu d’une).
Une Attaque de tir suivant la règle  Tirs désespérés  ne provoque de touche supplémentaire que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
                   | Schlachtfokus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Battle Focus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Trance de Batalla 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Estasi della Battaglia 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Battle Focus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Боевой раж 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | 
| Hand Weapon 
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             | Arme de base 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   | Handwaffe 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Hand Weapon 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Arma de Mano 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Arma a Una Mano 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Hand Weapon 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Одноручное оружие 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | 
| Suffocation 
              Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
             | Suffocation 
                    Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
                   | Suffocation 
                    Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
                   | Suffocation 
                    Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
                   | Asfixiar 
                    Si el ataque se asigna a una miniatura con la misma Altura que el atacante, obtiene +1 a impactar y +1 a herir.
                   | Suffocation 
                    Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
                   | Suffocation 
                    Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.
                   | Удушение 
                    Если атаки этой модели направлены против Больших моделей, они получают +1 к броскам на попадание и +1 к броскам на ранение.
                   | 
| Crush Attack | Attaque écrasante 
                    Corps à corps
À la fin de l’étape 4 de la  Séquence d’une Manche de combat  (juste après avoir provoqué et accepté les Duels), l’élément de figurine peut annoncer qu’il utilisera son Attaque écrasante au cours de cette Manche de combat. S’il le choisit, il effectue une unique Attaque de corps à corps, résolue au  Palier d’initiative  0 avec Force 10, Pénétration d’armure 10 (quelles que soient l’Agilité, la Force et la Pénétration d’armure de la figurine) et la règle  Blessures multiples (1D3+1) . Les restrictions suivantes s’appliquent aux Attaques écrasantes :
• Une Attaque écrasante ne peut pas être faite en tant qu’ Attaque de soutien .
• Une Attaque écrasante ne bénéficie jamais des armes et autres Attributs d’attaque de l’élément de figurine.
• L’élément de figurine ne peut porter aucune autre Attaque de corps à corps durant cette Manche de combat (y compris d’autres Attaques écrasantes, mais il peut toujours utiliser ses Attaques spéciales telles que Piétinement ou Touches d’impact).
                   | Zerschmet- tern | Crush Attack | Ataque Aplastador | Attacco Distruttivo | Crush Attack | Сокрушающий удар | 
| Poison Attacks 
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             | Attaque empoisonnée 
                    Corps à corps, Tir
Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’.
Une Attaque de tir suivant la règle  Tir désespéré  ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
Si une attaque peut occasionner plusieurs touches (avec les règles  Attaque de zone  ou  Ardeur guerrière  par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
                   | Giftattacken 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | Poison Attacks 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | Ataques Envenenados 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | Attacchi Venefici 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | Poison Attacks 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | Ядовитые атаки 
                    If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                   | 
| Impact Hits 
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             | Touches d'impact 
                    Au  Palier d’initiative  10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage  et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle  Harnaché  ou  Inanimé  d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
                   | Aufpralltreffer 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impactos por Carga 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Colpi d'Impatto 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Таранные попадания 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | 
| Vanguard 
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             | Avant-garde 
                    Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de  Mouvement simple  et/ou  Reformation  réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des  Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou  Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle  Capture  jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
                   | Vorhut 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguard 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguardia 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Avanguardia 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguard 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Авангард 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | 
| Hard Target | Cible difficile 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
                   | Schwieriges Ziel | Hard Target | Objetivo Difícil | Bersaglio Difficile | Hard Target | Сложная цель | 
| Mountain Breaker 
              Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
             | Brise-montagne 
                    Lorsque la figurine déclare une charge contre une unité entièrement composée de figurines avec [b]Présence imposante[/b], son jet de Portée de charge suit la règle [b]Jet maximisé[/b]. De plus, les Touches d'impact de la figurine gagnent [b]Blessures multiples (1D3, contre Présence imposante)[/b].
                   | Mountain Breaker 
                    Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
                   | Mountain Breaker 
                    Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
                   | Rompemontañas 
                    Las tiradas de Alcance de Carga durante la Fase de Carga de Cargas contra unidades consistentes íntegramente de miniaturas con Presencia Imponente se ven sujetas a Tirada Maximizada. Además, los Impactos por Carga de la miniatura obtienen [b]Heridas Múltiples (1D3, contra Presencia Imponente)[/b].
                   | Mountain Breaker 
                    Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
                   | Mountain Breaker 
                    Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain [b]Multiple Wounds (D3, against Towering Presence)[/b].
                   | Крушитель гор 
                    Эта модель получает правило Опустошительное нападение (+2" Дви) при нападениях на вражеские отряды, полностью со- стоящие из моделей с правилом [b]Возвышающийся[/b]. Кроме того, Таранные попадания модели получают правило [b]Множественные раны (D3, против моделей с правилом Возвышающийся)[/b].
                   | 
| Cannot be Stomped | Ne peut être piétiné 
                    Une figurine avec cette règle n’est jamais considérée comme étant d’une taille Standard contre les  Attaques de piétinement  d’une figurine ennemie.
                   | Kann nicht getrampelt werden | Cannot be Stomped | Inmune a Golpetazos | Non Può Essere Calpestato | Cannot be Stomped | Не может быть растоптан | 
| Scoring 
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             | Capture 
                    Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir «  Remporter l’objectif secondaire  », page  96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion :
La règle Capture peut être perdue au cours d’une partie :
• Une unité perd la règle Capture tant qu’elle est en fuite.
• Une unité qui a utilisé la règle  Embuscade  et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
• Une unité qui a effectué une  Reformation post-combat  perd la règle Capture jusqu’au début du prochain Tour de joueur.
• Une figurine qui effectue un déplacement d’ Avant-garde  perd la règle Capture jusqu’à la fin du premier Tour de jeu.
                   | Punktend 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Unidad que Puntúa 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Presidiante 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Захват 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | 
| Devastating Charge 
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             | Charge dévastatrice 
                    Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo,  Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement  et  Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
                   | Vernichtender Angriff 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Devastating Charge 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Carga Devastadora 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Carica Devastante 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Devastating Charge 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Опустошительное нападение 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | 
| Lethal Strike 
              If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
             | Coup fatal 
                    Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de  Fortitude .
                   | Todesstoß 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | Lethal Strike 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | Golpe Letal 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | Colpo Letale 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | Lethal Strike 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | Смертельный удар 
                    If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                   | 
| Fight in Extra Rank | Combat sur un rang supplémentaire 
                    Corps à corps
Un élément de figurine avec cette règle (ou utilisant une arme avec cette règle) peut porter des  Attaques de soutien depuis un rang supplémentaire. Cela permet donc généralement aux figurines situées au troisième rang de pouvoir porter des Attaques de soutien. Cette règle est cumulative, permettant à un nouveau rang supplémentaire d’attaquer pour chaque instance de la règle.
                   | Kämpft aus zusätzlichem Glied | Fight in Extra Rank | Luchar con Filas Adicionales | Combattere su Rango Extra | Fight in Extra Rank | Бьется дополнительный ряд | 
| Wizard Conclave 
              The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
             | Conclave de magiciens 
                    Le Champion d’une unité avec cette règle gagne +1 Point de vie, en plus de l’augmentation de valeur d’Attaque normalement associée aux  Champions , et est un  Adepte magicien . Il connaît jusqu’à deux sorts sélectionnés parmi les sorts prédéterminés, donnés dans le profil de l’unité. Cette règle fait exception à la règle de  Sélection des sorts  pour un Adepte magicien.
                   | Zauberkonklave 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | Wizard Conclave 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | Cónclave Mágico 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | Conclave di Maghi 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | Wizard Conclave 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | Совет магов 
                    The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                   | 
| Know Thyself 
              At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
             | Connais-toi toi-même 
                    Au début du Palier d'initiative au cours duquel les Attaques de corps à corps de la figurine doivent être portées, désignez un élément de figurine de chaque figurine ennemie en contact et ajoutez leurs valeurs d'Attaque respectives non modifiées à la valeur d'Attaque de l'Imposteur de Kuulima. À la fin de chaque Manche de combat, la valeur d'Attaque de la figurine [b]passe[/b] à 1.
                   | Know Thyself 
                    At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
                   | Know Thyself 
                    At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
                   | Conócete a ti Mismo 
                    Al inicio del Paso de Iniciativa en que tengan lugar los Ataques Cuerpo a Cuerpo de la miniatura, elige una parte de miniatura de cada miniatura enemiga en contacto con peana y añade sus Atributos de Valor de Ataques, excluyendo cualquier modificador, al Valor de Ataques del Embaucador de Kuulima. Al final de cada Ronda de Combate, el Valor de Ataques de la miniatura se [b]establece[/b] en 1.
                   | Know Thyself 
                    At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
                   | Know Thyself 
                    At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is [b]set[/b] to 1.
                   | Знай свое место 
                    В начале шага инициативы, во время которого должны быть выполнены Атаки ближнего боя модели, выберите одну часть модели от каждой модели в контакте с носителем и добавьте ее Количество атак к Количеству атак Обманщика Куулимы (без учета модификаторов). В конце каждого Раунда ближнего боя Количество атак модели [b]устанавливается[/b] равным 1.
                   | 
| Fearless 
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             | Sans peur 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   | Furchtlos 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Coraje 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Impassibile 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Бесстрашие 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | 
| Swiftstride 
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             | Course rapide 
                    Une unité entièrement composée de figurines avec cette règle est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   | Schnelle Bewegung 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Zancada Veloz 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Falcata Rapida 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Стремительность 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | 
| Strider 
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             | Guide 
                    La figurine réussit automatiquement tout  Test de terrain dangereux  provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle  Indomptable  à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
                   | Geländeerfahren 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Strider 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Cruzar 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Viaggiatore 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Strider 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Знание местности 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | 
| Dark Fire 
              Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
             | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | Dark Fire 
                    Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire
                   | 
| Divine Right 
              The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
             | Droit divin 
                    La figurine ne peut rejoindre d'unités contenant d'autres Personnages, et aucun Personnage ne peut rejoindre son unité. La figurine [b]doit[/b] provoquer un Duel à chaque fois qu'elle le peut (cela ne peut pas être évité en provoquant un Duel avec une autre figurine avant). Les Duels provoqués par cette figurine doivent (si possible) être acceptés par un Personnage, à moins qu'un Champion ne les accepte d'abord. De plus, lors d'un Duel, cette figurine gagne [b]Blessures multiples (2)[/b] et [b]Coup fatal[/b].
                   | Divine Right 
                    The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
                   | Divine Right 
                    The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
                   | Derecho Divino 
                    La miniatura no puede unirse a unidades con otros Personajes ni otros Personajes pueden unirse a su unidad. La miniatura [b]debe[/b] declarar Duelos siempre que sea posible. Esto no puede prevenirse declarando un Duelo con otra miniatura amiga antes. Este Duelo [b]debe[/b] (si es posible) ser aceptados por un Personaje a menos que un Campeón lo acepte primero. Además, cuando lucha en un Duelo, la miniatura obtiene [b]Golpe Letal[/b] y [b]Heridas Múltiples (X) (2)[/b].
                   | Divine Right 
                    The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
                   | Divine Right 
                    The model cannot join units with other Characters and other Characters cannot join its unit. The model [b]must[/b] issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel [b]must[/b] (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains [b]Lethal Strike[/b] and [b]Multiple Wounds (2)[/b].
                   | Божественное право 
                    Эта модель не может присоединяться к отрядам с другими персонажами. Другие персонажи также не могут присоединяться к ее отряду. Эта модель [b]должна[/b] объявлять вызовы на дуэли каждый раз, когда это возможно (объявление вызова на дуэль другой дружественной моделью не предотвращает действие этого правила). Этот вызов на дуэль [b]должен[/b] быть принят персонажем (если это возможно), если чемпион отряда не примет его первым. Кроме того, в дуэли эта модель получает правила [b]Смертель- ный удар[/b] и [b]Множественные раны (2)[/b].
                   | 
| Devour 
              For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
             | Dévoreur 
                    Pour chaque perte de Point de vie provoquée par les Attaques de corps à corps de cette figurine à des unités ennemies, lancez 1D6 à la fin du Palier d'initiative. Pour chaque résultat de 4+, la figurine gagne +1 Point de vie. Si cette figurine atteint 18 Points de vie ou plus, toutes les unités à 9" ou moins subissent immédiatement 2D6 touches avec [b]Attaque toxique[/b], et cette figurine est retirée comme perte.
                   | Devour 
                    For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
                   | Devour 
                    For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
                   | Devorar 
                    Por cada pérdida de Puntos de Vida causada por la miniatura con sus Ataques Cuerpo a Cuerpo a unidades enemigas, tira 1D6 al final del Paso de Iniciativa. Por cada 4+ obtenido, la miniatura obtiene +1 Punto de Vida. Si la miniatura llega a 18 Puntos de Vida o más, todas las unidades en un radio de 9" sufren inmediatamente 2D6 impactos con [b]Ataques Tóxicos[/b], y la Fauces de Akaan es retirada como baja.
                   | Devour 
                    For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
                   | Devour 
                    For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with [b]Toxic Attacks[/b], and the model is removed as a casualty.
                   | Пожирание 
                    За каждое Очко здоровья, потерянное от Атак ближнего боя этой модели, нанесенные на вражеские отряды, бросьте D6 в конце шага инициативы. За каждый кубик, на котором выпало 4+, эта модель восстанавливает 1 Очко здоровья. Как только эта модель получает 18 или более Очков здоровья, все отряды в пределах 9" от нее получают 2D6 попаданий с правилом [b]Токсические атаки[/b], после чего эта модель удаляется в потери.
                   | 
| Dominion of Envy 
              The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
             | Emprise de l'Envie 
                    Les Attaques de corps à corps de la figurine allouées à des figurines équipées d'une Arme de corps à corps autre qu'une Arme de base (qu'elles l'utilisent ou non) gagnent +2 en Capacité offensive.
                   | Dominion of Envy 
                    The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
                   | Dominion of Envy 
                    The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
                   | Dominion of Envy 
                    The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
                   | Dominion of Envy 
                    The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
                   | Dominion of Envy 
                    The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.
                   | Власть Зависти 
                    Атаки ближнего боя, направленные против моделей, имеющих ору- жие ближнего боя, не являющимся Одноручным оружием (вне зависимости от того, используется оно или нет), получают +2 к Навыку атаки.
                   | 
| Dominion of Gluttony 
              The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
             | Emprise de la Gloutonnerie 
                    La figurine doit relancer les jets pour blesser ratés de ses Attaques de mêlée qui ont obtenu un résultat naturel de '1'.
                   | Dominion of Gluttony 
                    The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
                   | Dominion of Gluttony 
                    The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
                   | Dominion of Gluttony 
                    The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
                   | Dominion of Gluttony 
                    The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
                   | Dominion of Gluttony 
                    The model [b]must[/b] reroll natural to-wound rolls of '1' with its Melee Attacks.
                   | Власть Обжорства 
                    Эта модель [b]должна[/b] перебрасывать проваленные броски на ранение своими Рукопашными атаками, на которых выпала '1'.
                   | 
| Dominion of Greed 
              The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
             | Emprise de la Cupidité 
                    La figurine gagne +2 en Capacité défensive tant que son unité est en contact avec une Unité de capture ennemie.
                   | Dominion of Greed 
                    The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
                   | Dominion of Greed 
                    The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
                   | Dominion of Greed 
                    The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
                   | Dominion of Greed 
                    The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
                   | Dominion of Greed 
                    The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.
                   | Власть Алчности 
                    Эта модель получает +2 к Навыку защиты, если ее отряд находится в контакте с вражеским отрядом с правилом [b]Захват[/b].
                   | 
| Dominion of Lust 
              The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
             | Emprise de la Luxure 
                    La figurine gagne [b]Guide[/b]. Pendant la Phase de charge, les unités composées uniquement de figurines avec [b]Emprise de la Luxure[/b] doivent relancer leurs jets de Portée de charge ratés lorsqu'elles chargent une unité ennemie en étant localisées sur son flanc ou sur son dos.
                   | Dominion of Lust 
                    The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
                   | Dominion of Lust 
                    The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
                   | Dominion of Lust 
                    The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
                   | Dominion of Lust 
                    The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
                   | Dominion of Lust 
                    The model gains [b]Stri- der[/b]. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust [b]must[/b] reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .
                   | Власть Блуда 
                    Эта модель получает правило [b]Знание местности[/b]. В Фазу нападений отряды, полностью состоящие из моделей с Властью Блуда [b]должны[/b] перебрасывать проваленные броски на Дальность нападения, если они расположены с флангового или тылового сектора отряда, на который они нападают.
                   | 
| Dominion of Pride 
              Units with more than half of their models with this rule may reroll failed Discipline Tests.
             | Emprise de l'Orgueil 
                    Une unité dont plus de la moitié des figurines a cette règle peut relancer ses Test de discipline ratés.
                   | Dominion of Pride 
                    Units with more than half of their models with this rule may reroll failed Discipline Tests.
                   | Dominion of Pride 
                    Units with more than half of their models with this rule may reroll failed Discipline Tests.
                   | Dominion of Pride 
                    Units with more than half of their models with this rule may reroll failed Discipline Tests.
                   | Dominion of Pride 
                    Units with more than half of their models with this rule may reroll failed Discipline Tests.
                   | Dominion of Pride 
                    Units with more than half of their models with this rule may reroll failed Discipline Tests.
                   | Власть Гордыни 
                    Отряды, в которых более половины моделей имеют это правило, могут перебрасы- вать проваленные проверки Дисциплины.
                   | 
| Dominion of Sloth 
              The model gains [b]Aegis (+1, against Special Attacks)[/b].
             | Emprise de l'Apathie 
                    La figurine gagne [b]Ægide (+1, contre les Attaques spéciales)[/b].
                   | Dominion of Sloth 
                    The model gains [b]Aegis (+1, against Special Attacks)[/b].
                   | Dominion of Sloth 
                    The model gains [b]Aegis (+1, against Special Attacks)[/b].
                   | Dominion of Sloth 
                    The model gains [b]Aegis (+1, against Special Attacks)[/b].
                   | Dominion of Sloth 
                    The model gains [b]Aegis (+1, against Special Attacks)[/b].
                   | Dominion of Sloth 
                    The model gains [b]Aegis (+1, against Special Attacks)[/b].
                   | Власть Уныния 
                    Эта модель получает правило [b]Эгида (+1, против Особых атак)[/b]
                   | 
| Dominion of Wrath 
              The model's attacks ignore Parry.
             | Emprise de la Colère 
                    Les attaques de la figurine ignorent [b]Parade[/b].
                   | Dominion of Wrath 
                    The model's attacks ignore Parry.
                   | Dominion of Wrath 
                    The model's attacks ignore Parry.
                   | Dominion of Wrath 
                    The model's attacks ignore Parry.
                   | Dominion of Wrath 
                    The model's attacks ignore Parry.
                   | Dominion of Wrath 
                    The model's attacks ignore Parry.
                   | Власть Гнева 
                    Атаки модели игнорируют [b]Парирование[/b].
                   | 
| Elusive 
              Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
             | Insaisissable 
                    Une unité composée entièrement de figurines avec [b]Insaisissable[/b] peut déclarer une Réaction à une charge de type Fuirquot; malgré le fait qu'elle a [b]Sans peur[/b].
                   | Elusive 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   | Elusive 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   | Elusivo 
                    Las unidades compuestas íntegramente por miniaturas con esta regla pueden declarar Huir como Reacción a la Carga pese a tener Coraje.
                   | Elusive 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   | Elusive 
                    Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.
                   | Неуловимый 
                    Отряд, полностью состоящий из моделей с этим правилом, может объявлять реакцию"Отступать" при нападении на него, даже если он имеет правило [b]Бесстрашие[/b].
                   | 
| Falling Star 
              The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
             | Étoile vacillante 
                    Les valeurs de Capacité offensive et de Capacité défensive de la figurine [b]passent[/b] à une valeur équivalant à deux fois le nombre de Points de vie actuels de la figurine. De plus, la figurine compte comme un Personnage pour ce qui est de provoquer, d'accepter et de refuser les Duels. Lorsque la figurine combat dans un Duel pendant une Manche de combat, elle gagne [b]Tenace[/b] jusqu'à la fin de la Manche de combat.
                   | Falling Star 
                    The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
                   | Falling Star 
                    The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
                   | Estrella Fugaz 
                    La Habilidad Ofensiva y la Habilidad Defensiva de la miniatura se [b]establecen[/b] en el doble del número de Puntos de Vida que le queden a la miniatura. La miniatura cuenta como un Personaje a efectos de declarar, aceptar y rechazar Duelos. Cuando la miniatura luche en un Duelo durante una Ronda de Combate, obtiene [b]Tozudo[/b] hasta el final de la Ronda de Combate.
                   | Falling Star 
                    The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
                   | Falling Star 
                    The model's Offensive Skill and Defensive Skill are [b]set[/b] to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains [b]Stubborn[/b] until the end of the Round of Combat.
                   | Падающая звезда 
                    Навык атаки и Навык защиты этой модели [b]set[/b] устанавливаются равными удвоенному количеству ее Очков здоровья. Эта модель может бросать вызовы на Дуэль, принимать Дуэль и отказываться от Дуэля как персонаж. Когда эта модель находится в Дуэли во время Раунда ближнего боя, она получает [b]Stubborn[/b] до конца Раунда.
                   | 
| Rising Star 
              Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
             | Étoile ascendante 
                    Chaque fois que des attaques portées par la figurine tuent une figurine ennemie lors d'un Duel, cette figurine gagne un modificateur de Résultat de combat de +1 pour le reste de la partie.
                   | Rising Star 
                    Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
                   | Rising Star 
                    Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
                   | Estrella Naciente 
                    Cada vez que los ataques realizados por la miniatura maten a una miniatura enemiga en un Duelo, la miniatura obtiene un modificador de +1 al Resultado del Combate para el resto de la partida.
                   | Rising Star 
                    Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
                   | Rising Star 
                    Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.
                   | Восходящая звезда 
                    Каждый раз, когда атаки этой модели убивают вражескую модель в Дуэли, эта модель получает +1 к Реузльтату боя до конца игры.
                   | 
| Feigned Flight 
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             | Repli tactique 
                    Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas  Ébranlée . De plus, la  Reformation  qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un  Test de panique  échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
                   | Vorgetäuschte Flucht 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Feigned Flight 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Huida Simulada 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Fuga Simulata 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Feigned Flight 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Тактический отход 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | 
| Fly 
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             | Vol 
                    Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un  Mouvement de charge , un  Mouvement simple  ou une  Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la  Règle du pouce d’écart  à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
                   | Fliegen 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Fly 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Volar 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Volo 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Fly 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Полет 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | 
| Fortitude 
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             | Fortitude 
                    La Fortitude est une  Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des  Attaques enflammées ,
ni des attaques avec la règle  Coup fatal  pour lesquelles un ‘6’ a été obtenu pour blesser.
                   | Zähigkeit 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortaleza 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Tempra 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Живучесть 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | 
| Giant See, Giant Do (DL) 
              Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
             | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | Giant See, Giant Do (DL) 
                    Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.
                   | 
| Skirmisher 
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             | Tirailleur 
                    Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
                   | Plänkler 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Skirmisher 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Hostigadores 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Schermagliatore 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Skirmisher 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Рассыпной строй 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | 
| Inanimate 
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             | Inanimé 
                    Corps à corps
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d’Attaques de corps à corps et ne peuvent pas utiliser d’Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes  Harnaché  ou Inanimé).
                   | Unbelebt 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimate 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimado 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimato 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimate 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Механизм 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | 
| Not a Leader 
              The model cannot be the General.
             | Pas un meneur 
                    La figurine ne peut pas devenir le  Général  de l’armée.
                   | Kein Anführer 
                    The model cannot be the General.
                   | Not a Leader 
                    The model cannot be the General.
                   | No un Líder 
                    The model cannot be the General.
                   | Non un Capo 
                    The model cannot be the General.
                   | Not a Leader 
                    The model cannot be the General.
                   | Не лидер 
                    The model cannot be the General.
                   | 
| War Platform 
              Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
             | Plateforme de guerre 
                    À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle  Personnage , avec les exceptions suivantes :
• Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées).
• Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité).
• Elle ne peut ni provoquer ni relever de  Duel , ni utiliser la règle  Faites place .
• Elle peut faire appel à la règle  Mêlée tourbillonnante .
• Elle ne compte pas en tant que Personnage en ce qui concerne les règles  Blessures multiples  et  Garde du corps  (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps).
La figurine peut rejoindre des unités même si elle a la règle  Présence imposante , et avoir la règle  Char  ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle  Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la  Plateforme de guerre  peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
                   | Kriegsplattform 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | War Platform 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | Plataforma de Guerra 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | Piattaforma di Guerra 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | War Platform 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | Боевая платформа 
                    Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. 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 be in the same unit unless noted otherwise.
                   | 
| Light Troops 
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             | Troupe légère 
                    Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et  Marches forcées  :
• L’unité peut effectuer un nombre illimité de  Reformations  à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne  Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0  Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
                   | Leichte Truppen 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Light Troops 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Tropas Ligeras 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Truppe Leggere 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Light Troops 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Легкие войска 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | 
| Wizard Master 
              - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
             | Maître magicien 
                    • Connaît 4 sorts différents.
• Peut choisir entre les Sorts appris n°1, 2, 3, 4, 5 et 6 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien gagne  Canalisation (1)  et un modificateur de +1 pour ses jets de lancement de sort. Il sélectionne ses sorts comme décrit dans la partie  Sélection des sorts .
.
                   | Meisterzauberer 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | Wizard Master 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | Maestro Hechicero 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | Mago Maestro 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | Wizard Master 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | Магистр магии 
                    - Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.
                   | 
| Protean Magic 
              During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
             | Magie protéiforme 
                    Au moment de la  Sélection des sorts , un Magicien avec cette règle doit choisir parmi les Sorts appris n°1 de chacune des Voies de magie auxquelles il a accès et le Sort héréditaire de son armée. Cette règle remplace les règles normales de Sélection des sorts pour les  Apprentis magiciens ,  Adeptes magiciens  et  Maîtres magiciens
                   | Wandelmagie 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | Protean Magic 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | Magia Cambiante 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | Magia Proteiforme 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | Protean Magic 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | Первобытная магия 
                    During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.
                   | 
| Morphlings 
              During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
             | Mutamorphe 
                    Pendant l'étape de Sélection des sorts, chaque unité d'Ophidiens du Voile doit choisir une Manifestation démoniaque de la liste ci-dessous et en appliquer les effets pendant toute la partie.
                   | Morphlings 
                    During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
                   | Morphlings 
                    During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
                   | Metamorfos 
                    Durante la Selección de Hechizos, cada unidad de Sierpes del Velo [b]debe[/b] elegir una Manifestación Demoníaca de la siguiente lista. La unidad obtiene sus efectos durante el resto de la partida.
                   | Morphlings 
                    During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
                   | Morphlings 
                    During Spell Selection, each unit of Veil Serpents [b]must[/b] choose a Manifestation from the list below and apply the effects during the game.
                   | Изменчивые 
                    Во время Выбора заклинаний каждый отряд Эфирных змеев [b]дол- жен[/b] выбрать Воплощение из списка ниже, которое действует до конца игры.
                   | 
| Supernal | Surnaturel 
                    Toutes les attaques effectuées par cette figurine sont des  Attaques magiques , y compris ses Attaques spéciales et  Attaques écrasantes . De plus, la figurine gagne  Instable , avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un  Test de moral  (les unités avec  Tenace  ou  Indomptable  ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) :
• Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable.
• Si le Test de moral est raté, suivez les règles habituelles d’Instable.
                   | Metaphysisch | Supernal | Superno | Sovrannaturale | Supernal | Потусторонний | 
| Omniscience 
              In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
             | Omniscience 
                    Pendant la Phase de magie de son propriétaire, si la figurine n'a pas effectué de Marche forcée et n'a pas déclaré de charge lors de ce Tour de joueur, le coût de conversion des marqueurs Voilequot; en Dés de magie pendant ce Tour de joueur est de 2 pour 1 (au lieu de 3 pour 1 normalement). De plus, À la fin de l'étape" Siphonner le Voile" de la Phase de magie, le propriétaire de la figurine peut conserver jusqu'à 6 marqueurs" Voile" au lieu des 3 habituels.
                   | Omniscience 
                    In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
                   | Omniscience 
                    In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
                   | Omnisciencia 
                    En la Fase de Magia del propietario, si la miniatura no realizó un Movimiento de Marcha ni declaró una Carga en ese Turno de Jugador, el coste de convertir Tokens del Velo en Dados de Magia se reduce a 2:1 durante ese Turno de Jugador (1 Dado de Magia por cada 2 Tokens del Velo). Ademas, al final de Drenar el Velo, el propietario puede guardar hasta 6 Tokens del Velo en su Reserva de Tokens del Velo en lugar de los habituales 3.
                   | Omniscience 
                    In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
                   | Omniscience 
                    In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.
                   | Всеведение 
                    В Фазу магии, если эта модель не совершала марша и не объявляла нападений в этот ход игрока, стоимость превращения жетонов Завесы в кубы магии снижается до соотношения в 2 к 1 в этот ход игрока (1 куб магии за 2 жетона Завесы).
                   | 
| Parry | Parade 
                    La règle Parade ne peut être utilisée que contre les  Attaques de corps à corps  sur le front. La figurine gagne l’un des effets suivants (appliquez celui qui lui donne la meilleure Capacité défensive) :
• La figurine gagne +1 en Capacité défensive.
• La Capacité défensive de la figurine est toujours égale à la Capacité offensive de l’attaquant.
                   | Parieren | Parry | Parada | Parata | Parry | Парирование | 
| Towering Presence 
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             | Présence imposante 
                    La figurine gagne la règle  Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une  Plateforme de Guerre .
La portée de ses éventuelles règles  Présence impérieuse  et  Ralliement au drapeau  est augmentée de 6″.
Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir «  Classification des figurines  », page  98 ).
                   | Riesige Statur 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Towering Presence 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Presencia Imponente 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Presenza Torreggiante 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Towering Presence 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Возвышающийся 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | 
| Rage 
              Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | 
| Razor Tentacles 
              The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
             | Tentacules tranchants 
                    La figurine gagne +3 en valeur d'attaque lorsqu'elle est engagée sur le flanc ou le dos d'au moins une unité ennemie. Ces attaques additionnelles doivent être allouées aux figurines ordinaires de ces unités. Ignorez cet effet si la figurine ne peut allouer aucune Attaque de corps à corps à des figurines ordinaires.
                   | Razor Tentacles 
                    The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
                   | Razor Tentacles 
                    The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
                   | Tentáculos de Cuchillas 
                    La miniatura obtiene +3 Valor de Ataques mientras esté Trabada con uno o más Encaramientos Lateral o Trasero de unidades enemigas. Los ataques adicionales deben asignarse contra miniaturas de Tropa en estas unidades. Ignora este efecto si la miniatura no puede asignar ningún Ataque Cuerpo a Cuerpo contra miniaturas de Tropa
                   | Razor Tentacles 
                    The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
                   | Razor Tentacles 
                    The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks [b]must[/b] be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.
                   | Острые щупальца 
                    Если атака попадает по вражеской рядовой модели и атакующий связан с флангом или тылом цели, он наносит дополнительные попадания, до максимума в 4, со следующими правилами: • Фланг: 1 дополнительное попадание за каждую колонну в отряде цели после первой. • Тыл: 1 дополнительное попадание за каждый ряд в отряде цели после первого. • Сила и Бронебойность дополнительных попаданий [b]всегда[/b] равные половине Силы и Бронебойности атакующего, с округлением вверх. • Дополнительные попадания сами по себе новых попаданий не генерируют; они являются Рукопашными атаками, распределенными на отряд цели.
                   | 
| Spell Craving 
              When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
             | Soif de magie 
                    Lors de la détermination du Résultat de combat, un camp qui a au moins une figurine avec [b]Soif de magie[/b] engagée dans ce combat ajoute +X à son Résultat de combat, où Xquot; est le nombre de sorts (autres que des Sorts liés ou Attributs de la Voie) connus par tous les Magiciens ennemis qui se trouvent dans les unités en contact avec cette figurine (plusieurs occurrences du même sort comptent comme un sort à chaque fois).
                   | Spell Craving 
                    When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
                   | Spell Craving 
                    When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
                   | Sed de Hechizos 
                    Al determinar la Resolución del Combate, un bando con al menos una miniatura con esta regla Trabada en el Combate añade +X al Resultado del Combate de su bando, donde X es el número de Hechizos No Vinculados conocidos por Hechiceros enemigos en unidades en contacto con peana con la miniatura (ten en cuenta que un mismo hechizo conocido por varios Hechiceros contaría cada uno de ellos).
                   | Spell Craving 
                    When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
                   | Spell Craving 
                    When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).
                   | Жажда заклятий 
                    Эта модель может выполнять до 3 Поддерживающих атак. При определении Результата боя сторона, имеющая в бою хотя бы одну модель с этим правилом, добавляет +Х к Результату боя, где Х равен количеству заклинаний, известных вражеским магам, находящимся в контакте с данной моделью. Связанные и Побочные заклинания не учитываются (несколько источников одного и того же заклинания считаются за одно заклинание).
                   | 
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