 
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.
                   | 
| Ambush | Embuscade 
                    Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles
unités utiliseront cette règle à l’étape 8 de la  Séquence de pré-partie  (juste après la Sélection des sorts), en commençant
par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un  Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes :
• Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu.
• Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir.
• Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite.
• Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle  Capture  pour le restant de la partie.
• Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée.
• Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
                   | Hinterhalt | Ambush | Emboscada | Agguato | Ambush | Засада | 
| 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.
                   | 
| 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
.
                   | 
| Bow | Arc 
                    Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
                   | Bogen | Bow | Arco | Arco | Bow | Лук | 
| 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.
                   | 
| Great Weapon 
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             | Arme lourde 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   | Zweihandwaffe 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Great Weapon 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Arma a Dos Manos 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Grande Arma 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Great Weapon 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Двуручное оружие 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | 
| 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
                   | 
| Plate Armour 
              +3 Armor
             | Armure de plates 
                    +3 en Armure
                   | Plattenrüstung 
                    +3 Armor
                   | Plate Armour 
                    +3 Armor
                   | Armadura de Placas 
                    +3 Armor
                   | Armatura a Piastre 
                    armatura +3
                   | Plate Armour 
                    +3 Armor
                   | Латный доспех 
                    +3 Armor
                   | 
| Light Armour 
              Armor +1
             | Armure légère 
                    +1 en Armure
                   | Leichte Rüstung 
                    Armor +1
                   | Light Armour 
                    Armor +1
                   | Armadura Ligera 
                    Armor +1
                   | Armatura Leggera 
                    armatura +1
                   | Light Armour 
                    Armor +1
                   | Легкий доспех 
                    Armor +1
                   | 
| Heavy Armour 
              +2 Armor
             | Armure lourde 
                    +2 en Armure
                   | Schwere Rüstung 
                    +2 Armor
                   | Heavy Armour 
                    +2 Armor
                   | Armadura Pesada 
                    +2 Armor
                   | Armatura Pesante 
                    armatura +2
                   | Heavy Armour 
                    +2 Armor
                   | Тяжелый доспех 
                    +2 Armor
                   | 
| Throwing Weapons 
              Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
             | Armes de jet 
                    Portée  8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
                   | Wurfwaffen 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Throwing Weapons 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Armas Arrojadizas 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Armi da Lancio 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Throwing Weapons 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Метательное оружие 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | 
| Paired Weapons 
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             | Paire d'armes 
                    À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle  Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
                   | Waffenpaar 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Paired Weapons 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Armas Emparejadas 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Coppia d'Armi 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Paired Weapons 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Парное оружие 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | 
| 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.
                   | 
| Grind Attacks 
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             | Attaque de broyage 
                    Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine.
 Sommaire   Séquence pré-partie   Conditions de victoire  130  Terrains et décors   Règles de figurines   Index  Si une figurine dispose d’Attaque de broyage et de  Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
                   | Zermahlen 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | Grind Attacks 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | Ataques Pulverizadores 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | Attacchi Stritolanti 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | Grind Attacks 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | Пере- малывающая атака 
                    A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                   | 
| Attached | Rattaché | Attached | Attached | Dependiente | Scorta | Attached | Прикрепленный | 
| Impact Hits 
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             | Touches d'impact 
                    Au  Palier d’initiative  10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage  et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle  Harnaché  ou  Inanimé  d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
                   | Aufpralltreffer 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impactos por Carga 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Colpi d'Impatto 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Таранные попадания 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | 
| Beastie Whisperer 
              Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
             | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | Beastie Whisperer 
                    Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains [b]Creepy-Crawlies[/b].
                   | 
| Insignificant | Insignifiant 
                    Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de  Test de panique  que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
                   | Bedeutungslos | Insignificant | Insignificante | Insignificante | Insignificant | Незначи- тельный | 
| Beloved Mascots 
              Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
             | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | Beloved Mascots 
                    Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain [b]Hatred[/b] against enemy units in base contact with one or more friendly models with Beloved Mascots.
                   | 
| 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 | 
| Move or Fire 
              The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
             | Mouvement ou tir 
                    Tir
Une attaque avec cette règle ne peut être utilisée si la figurine attaquante a effectué un  Mouvement simple , une  Marche forcée , une  Reformation  ou un  Pivot  pendant le même Tour de joueur. Veuillez noter que les limitations habituelles restent d’application (comme le fait de ne pas tirer après un  Mouvement de charge ratée , etc.).
                   | Bewegen oder Schießen 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | Move or Fire 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | Mover o Disparar 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | Muovere o Tirare 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | Move or Fire 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | Двигаться или стрелять 
                    The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                   | 
| Shield 
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             | Bouclier 
                    +1 en Armure
Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
                   | Schild 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | Shield 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | Escudo 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | Scudo 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | Shield 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | Щит 
                    +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                   | 
| Brood Alpha 
              Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
             | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | Brood Alpha 
                    Units with Brood Alpha [b]must[/b] buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is [b]set[/b] to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
                   | 
| Brood Rivalry 
              Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
             | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | Brood Rivalry 
                    Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
                   | 
| 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.
                   | 
| Hidden | Dissimulé | Hidden | Hidden | Oculto | Celato | Hidden | Сокрытый | 
| Fearless 
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             | Sans peur 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   | Furchtlos 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Coraje 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Impassibile 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Бесстрашие 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | 
| Swiftstride 
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             | Course rapide 
                    Une unité entièrement composée de figurines avec cette règle est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   | Schnelle Bewegung 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Zancada Veloz 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Falcata Rapida 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Стремительность 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | 
| Creepy-Crawlies 
              The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
             | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | Creepy-Crawlies 
                    The model gains [b]Ghost Step[/b], and model parts with Harnessed gain [b]Poison Attacks[/b].
                   | 
| Crude Weapons 
              Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
             | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | Crude Weapons 
                    Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
                   | 
| Stubborn 
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             | Tenace 
                    Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un  Test de moral  ou un Test de discipline pour faire une  Reformation de combat .
                   | Unnachgiebig 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | Stubborn 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | Tozudo 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | Determinato 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | Stubborn 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | Упорный 
                    A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                   | 
| Scout 
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             | Éclaireur 
                    Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la  Séquence pré-partie  (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
                   | Kundschafter 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Scout 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Exploradores 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Esploratore 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Scout 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Разведчик 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | 
| Exclusive | Exclusif | Exclusive | Exclusive | Exclusivo | Esclusivo | Exclusive | Предпочтение | 
| Feigned Flight 
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             | Repli tactique 
                    Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle ne devient pas  Ébranlée . De plus, la  Reformation  qui est faite après ce Ralliement n’empêche pas l’unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un  Test de panique  échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
                   | Vorgetäuschte Flucht 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Feigned Flight 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Huida Simulada 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Fuga Simulata 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Feigned Flight 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | Тактический отход 
                    A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                   | 
| Fly 
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             | Vol 
                    Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un  Mouvement de charge , un  Mouvement simple  ou une  Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la  Règle du pouce d’écart  à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
                   | Fliegen 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Fly 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Volar 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Volo 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Fly 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | Полет 
                    The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                   | 
| Force of Destruction 
              The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
             | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | Force of Destruction 
                    The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
                   | 
| 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
                   | 
| Frenzy 
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             | Frénésie 
                    Au début de la Phase de charge, chacune de vos unités incluant au moins une figurine ayant la règle Frénésie qui pourrait déclarer une charge (c’est-à-dire qu’elle n’est pas engagée au combat, ni en fuite et ne contient aucune figurine Ébranlée) et qui a une unité ennemie dans son arc avant se trouvant à une distance inférieure à sa valeur de Mouvement simple +7″ doit passer un  Test de discipline , appelé « Test de frénésie ». Si ce test échoue, toute l’unité doit, si possible, déclarer une charge à ce Tour de ce joueur.
Au cas où l’unité aurait la possibilité d’utiliser différentes valeurs de Mouvement simple, la valeur utilisée pour le Test de frénésie et pour la Portée de charge est déterminée comme suit :
• Si une figurine a plus d’une valeur de Mouvement simple (par ex., du fait de la règle  Vol ), elle doit utiliser la valeur qui lui donne le plus de chance de réussir une charge (exemple : une figurine avec une valeur de Mouvement simple de 2″ et Vol (8″, 16″) doit utiliser la valeur de Mouvement simple de la règle Vol, qui est de 8″).
• Si une unité contient des figurines avec différentes valeurs de Mouvement simple, l’unité doit utiliser la valeur la plus élevée que l’ensemble des figurines de l’unité peut utiliser, qui est en général la valeur de Mouvement simple la plus petite dans l’unité (exemple : un Personnage dans une unité combinée a une valeur de Mouvement simple de 4″, alors que cette valeur est de 6″ pour les figurines ordinaires de l’unité : l’unité combinée utilise la valeur de Mouvement simple de 4″).
Les Tests de frénésie et les Tests de refrènement de poursuite effectués par les unités dont au moins une figurine a la règle Frénésie sont sujets aux règles de  Jet maximisé .
Remarque : lorsqu’une unité est forcée de déclarer une charge en raison d’un Test de frénésie raté, elle n’est pas forcée de déclarer cette charge sur l’unité ennemie qui a provoqué ce test.
                   | Raserei 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenzy 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenesí 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Furia 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenzy 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Бешенство 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | 
| Giant See, Giant Do 
              The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
             | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | Giant See, Giant Do 
                    The model gains [b]Brood Rivalry[/b] and [b]Minimised (Break Tests, Fear Tests, Panic Tests)[/b].
                   | 
| Goblin Cunning 
              Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
             | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | Goblin Cunning 
                    Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains [b]Maximised (Flee Distance)[/b]. • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
                   | 
| Green Tide 
              Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
             | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | Green Tide 
                    Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
                   | 
| 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.
                   | 
| I’m The Boss 
              Universal Rule.
The model must be the General.
             | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | I’m The Boss 
                    Universal Rule.
The model must be the General.
                   | 
| 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).
                   | 
| Unbreakable 
              The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
             | Indémoralisable 
                    L’unité de la figurine réussit automatiquement ses  Tests de moral . Une figurine avec Indémoralisable ne peut rejoindre ou être rejointe que par d’autres figurines avec Indémoralisable.
                   | Unerschütterlich 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Unbreakable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Indesmoralizable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Irriducibile 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Unbreakable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Непоколебимость 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | 
| Unstable | Instable 
                    Les figurines avec cette règle ne peuvent rejoindre ou être rejointes que par d’autres figurines avec Instable. Les unités incluant au moins une figurine avec cette règle ne font pas de  Test de moral  lorsqu’elles perdent une Manche de combat. À la place, elles perdent un Point de vie (sans sauvegarde d’aucune sorte possible) pour chaque point de différence entre les Résultats de combat.
Les Points de vie perdus sont alloués dans cet ordre :
1. Figurines ordinaires à l’exception des Champions.
2. Champion.
3. Personnages (alloués par le propriétaire et de façon aussi équitable que possible).
                   | Instabil | Unstable | Inestable | Instabile | Unstable | Нестабильность | 
| 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 Machine 
              The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
             | Machine de guerre 
                    La figurine ne peut pas effectuer de Marche forcée, déclarer de charge ou choisir « Fuir » en Réaction à une charge.
La figurine ne peut effectuer de Poursuite (ce qui ne l’empêche pas de pouvoir être affectée par la règle  Mouvement aléatoire ). Les Personnages ne peuvent jamais rejoindre une unité avec Machine de guerre. Un Personnage avec Machine de guerre ne peut rejoindre aucune unité.
Si une Machine de guerre rate un  Test de panique , elle ne fuit pas, mais est  Ébranlée  jusqu’à la fin du prochain Tour de joueur. Une Machine de guerre qui rate un  Test de moral  est automatiquement détruite. Les Machines de guerre sur socle rond et les unités engagées au combat contre elles ne peuvent pas effectuer de  Reformation de combat .
Quand une unité charge une Machine de guerre sur socle rond, son front peut être amené au contact de n’importe quel point de son socle (elle doit maximiser le nombre de figurines en contact). Aucun mouvement d’alignement n’est autorisé. Voir la figure  4  page  12 )
Lorsqu’une unité  Démoralisée  fuit dans la direction opposée à une Machine de guerre sur socle rond, cette unité effectue toujours un Pivot de 180° de sorte à ce que son dos soit en contact avec le socle de la Machine de guerre.
Pour le reste, suivez les règles normales de démoralisation et de fuite d’un combat.
                   | Kriegsmaschine 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | War Machine 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | Máquina de Guerra 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | Macchina da Guerra 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | War Machine 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | Боевая машина 
                    The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                   | 
| Lance 
              Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
             | Lance de cavalerie 
                    Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le front de l’unité du porteur gagnent  Charge dévastatrice (+2 Fo, +2 PA) .
L’Infanterie ne peut pas utiliser de Lance de cavalerie.
                   | Lanze 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | Lance 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | Lanza de Caballería 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | Lancia Pesante 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | Lance 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | Рыцарское копье 
                    Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                   | 
| Spear | Lance 
                    Les attaques portées avec une Lance gagnent  Combat sur un rang supplémentaire et +1 en Pénétration d’armure.
Les Attaques de corps à corps portées par une Lance gagnent +2 en Agilité et un +1 additionnel en Pénétration d’armure durant la première Manche d’un combat où l’unité de la figurine qui porte la Lance n’est pas en charge et n’est engagée ni de flanc, ni de dos.
Seules les figurines d’Infanterie peuvent utiliser une Lance.
                   | Speer | Spear | Lanza | Picca | Spear | Копье | 
| Light Lance | Lance légère 
                    Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent  Charge dévastatrice (+1 Fo, +1 PA) .
L’Infanterie ne peut pas utiliser de Lance légère.
                   | Leichte Lanze | Light Lance | Lanza Ligera | Lancia Leggera | Light Lance | Легкое копье | 
| Light Troops 
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             | Troupe légère 
                    Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et  Marches forcées  :
• L’unité peut effectuer un nombre illimité de  Reformations  à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne  Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0  Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
                   | Leichte Truppen 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Light Troops 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Tropas Ligeras 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Truppe Leggere 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Light Troops 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | Легкие войска 
                    Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                   | 
| Weapon Master | Maître d'armes 
                    À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
                   | Waffenmeister | Weapon Master | Maestro de Armas | Maestro d'Armi | Weapon Master | Мастер оружия | 
| Minimised | Minimised | Minimised | Minimised | Minimised | Minimised | Minimised | Minimised | 
| Random Movement 
              The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
             | Mouvement aléatoire 
                    À la fin de l’étape 2 de la  Séquence de la Phase de mouvement  (directement après le Ralliement des troupes en fuite),
une unité avec Mouvement aléatoire (X) et qui n’est pas en fuite doit effectuer un  Mouvement de poursuite , avec les exceptions suivantes (lesquelles, sauf indication contraire, ne s’appliquent que pendant la Phase de mouvement) :
• Elle se déplace toujours de la distance indiquée entre parenthèses (X), qui est également utilisée pour déterminer ses Distances de fuite et de poursuite (y compris en cas de  Charge irrésistible ).
• Elle peut choisir librement la direction vers laquelle pivoter avant de lancer les dés de la Distance de poursuite.
• Elle ne peut pas sortir du champ de bataille par un bord de table en utilisant Poursuivre hors de table (mais une partie de son rectangle limite peut chevaucher le bord de table tant qu’il ne s’agit pas de son front).
• Elle ne doit pas effectuer de  Test de terrain dangereux , sauf lorsqu’elle charge.
Plusieurs restrictions s’appliquent à la règle Mouvement aléatoire :
• Une unité avec Mouvement aléatoire ne peut pas déclarer de charge pendant la Phase de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple, etc.). Si vous avez besoin de connaître sa valeur de Marche forcée (par exemple pour déterminer la distance maximale pouvant être parcourue par ses figurines lors d’une  Reformation post-combat ), utilisez la valeur maximale potentielle de X en tant que valeur de Marche forcée (12″ pour une valeur de « 2D6″ », par exemple).
• Une unité avec Mouvement aléatoire ne peut pas effectuer de  Mouvement magique .
• Une unité avec Mouvement aléatoire perd la règle  Course rapide  si elle l’avait, et ne peut jamais gagner cette règle (la valeur X peut tout de même être affectée par d’autres sources donnant les règles  Jet maximisé  ou  Jet minimisé ).
• Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre la moindre unité. De même, une unité avec cette règle ne peut être rejointe par aucun Personnage. Remarque : un Personnage faisant partie d’une unité combinée au moment où cette unité gagne Mouvement aléatoire gagnera cette règle aussi, étant donné qu’il fait déjà partie de cette unité.
• Si l’unité a plusieurs instances de la règle Mouvement aléatoire , utilisez uniquement celle dont la valeur moyenne est la plus basse (en cas d’égalité, choisissez laquelle vous désirez utiliser).
                   | Zufällige Bewegung 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | Random Movement 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | Random Movement 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | Movimento Casuale 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | Random Movement 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | Случайное движение 
                    The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                   | 
| Poisoned Spear 
              Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
             | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | Poisoned Spear 
                    Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
                   | 
| Rage 
              Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
             | Rage 
                    Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d'Attaque. Chaque fois qu'elle gagne un Point de vie, elle souffre d'un malus de -1 en valeur d'Attaque.
                   | Wutanfall 
                    Immer wenn das Modell einen Lebenspunkt verliert, erhält es +1 Attackewert. Immer wenn das Modell einen Lebenspunkt erhält, erleidet es -1 Attackewert.
                   | Rage 
                    Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   | Rabia 
                    Cada vez que la miniatura pierda un Punto de Vida, obtiene +1 Valor de Ataques. Cada vez que obtenga un Punto de Vida, sufre -1 Valor de Ataques.
                   | Rabbia 
                    Ogni volta che il modello perde un Punto Vita, ottiene +1 Numero di Attacchi. Ogni volta che il modello ottiene un Punto Vita, perde -1 Numero di Attacchi.
                   | Rage 
                    Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                   | Ярость 
                    Каждый раз, когда эта модель теряет Очко здоровья, она получает +1 к Количеству атак. Когда она получает Очко здоровья, она получает -1 к Количеству атак.
                   | 
| Surprise! 
              The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
             | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | Surprise! 
                    The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it [b]must[/b] immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
                   | 
| Symbol of the Warborn Alliance 
              The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
             | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | Symbol of the Warborn Alliance 
                    The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
                   | 
| Troll Toll 
              Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
             | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | Troll Toll 
                    Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
                   | 
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| Alchemist's Alloy 
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             | Alliage d'alchimiste 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et subit −2 en Capacité offensive.
                   | Alchemist's Alloy 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | Alchemist's Alloy 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | Alchemist's Alloy 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | Lega dell'alchimista 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | Alchemist's Alloy 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | Alchemist's Alloy 
                    The wearer gains +1 Armour and suffers −2 Offensive Skill.
                   | 
| Destiny's Call 
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             | Appel du destin 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | Destiny's Call 
                    The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                   | 
| Attack Gnasher 
              When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
             | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | Attack Gnasher 
                    When performing Close Combat Attacks other than Crush Attacks, the wielder [b]must[/b] perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is [b]always[/b] set to 5 and whose Armour Penetration is [b]always[/b] set to 2.
                   | 
| Rod of Battle 
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             | Baguette de bataille 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) :
Type : Amélioration. Portée : 18″. Durée : Un tour.
La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Scettro da battaglia 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | 
| Basalt Infusion 
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             | Injection de basalte 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Infusione di basalto 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | 
| Dragon Staff 
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             | Bâton de dragon 
                    Le porteur gagne une Attaque de souffle (Fo 3, PA 0, Attaque enflammée).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Bastone del drago 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | 
| Binding Scroll 
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             | Parchemin d'entrave 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Pergamena vincolante 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | 
| Book of Arcane Mastery 
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             | Grimoire de maîtrise cabalistique 
                    Dominant. Ne peut être pris que par un Apprenti ou Adepte magicien.
Lors de chaque Phase de magie, le porteur gagne un modificateur de +2 pour sa première Tentative de lancement de sort. S’il n’utilise qu’un seul Dé de magie pour cette Tentative de lancement, un résultat naturel de ‘1’ ou ‘2’ donne toujours un échec, quels que soient les modificateurs.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | 
| Ranger's Boots 
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             | Bottes du forestier 
                    Infanterie de taille Standard uniquement.
Le porteur gagne Guide et, à moins qu’il n’effectue un Mouvement de vol, gagne +2″ en valeur de Mouvement simple et +4″ en valeur de Marche forcée, jusqu’à un maximum de respectivement 10″ et 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | 
| Crystal Ball 
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             | Boule de cristal 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Sfera di cristallo 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | 
| Shield Breaker 
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             | Brise-bouclier 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Frantuma scudi 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | 
| Lucky Charm 
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             | Charme de chance 
                    Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
                   | Lucky Charm 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | Lucky Charm 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | Lucky Charm 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | Monile portafortuna 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | Lucky Charm 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | Lucky Charm 
                    One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                   | 
| Magical Heirloom 
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             | Héritage magique 
                    Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
                   | Magical Heirloom 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | Magical Heirloom 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | Magical Heirloom 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | Cimelio magico 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | Magical Heirloom 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | Magical Heirloom 
                    The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                   | 
| Cleansing Light 
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             | Lumière purifiante 
                    Enchantement : Arme de corps à corps.
Au début de chaque Manche de combat, le porteur peut choisir de donner Attaque enflammée et Attaque magique aux attaques effectuées avec cette arme.
Ces effets durent jusqu’à la fin de la Manche de combat.
                   | Cleansing Light 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   | Cleansing Light 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   | Cleansing Light 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   | Luce purificante 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                   | Cleansing Light 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   | Cleansing Light 
                    At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                   | 
| Hero's Heart 
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             | Coeur de héros 
                    Enchantement : Arme de base et Paire d’armes.
Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | Hero's Heart 
                    The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                   | 
| Crown of the Wizard King 
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             | Couronne du roi-magicien 
                    Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
                   | Crown of the Wizard King 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | Crown of the Wizard King 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | Crown of the Wizard King 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | Corona del re mago 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | Crown of the Wizard King 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | Crown of the Wizard King 
                    During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                   | 
| Crown of Autocracy 
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             | Couronne d'autocratie 
                    Ne peut pas être pris par des figurines avec Pas un meneur..
La portée de Présence impérieuse du porteur est augmentée de 3″, jusqu’à un maximum de 18″, le cas échéant. Si la figurine n’a pas Présence impérieuse, elle gagne Présence impérieuse dont la portée est toujours de 3″.
                   | Crown of Autocracy 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | Crown of Autocracy 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | Crown of Autocracy 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | Corona dell'autarchia 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | Crown of Autocracy 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | Crown of Autocracy 
                    The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                   | 
| Dusk Forged 
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             | Crépuscule forgé 
                    Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés.
Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
                   | Dusk Forged 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | Dusk Forged 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | Dusk Forged 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | Vespertino (Scudo) 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | Dusk Forged 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | Dusk Forged 
                    The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                   | 
| Death Cheater 
              The wearer gains +1 Armour and Fortitude (4+).
             | Trompe-la-mort 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Fortitude (4+).
                   | Death Cheater 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | Death Cheater 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | Death Cheater 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | Mortifrago 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | Death Cheater 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | Death Cheater 
                    The wearer gains +1 Armour and Fortitude (4+).
                   | 
| Supernatural Dexterity 
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             | Dextérité surnaturelle 
                    Enchantement : Arme de corps à corps.
Le porteur de cette arme gagne +2 en Capacité offensive et +2 en Agilité lorsqu’il l’utilise ; les attaques effectuées avec cette arme gagnent Attaque magique.
                   | Supernatural Dexterity 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | Supernatural Dexterity 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | Supernatural Dexterity 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | Destrezza ultraterrena 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | Supernatural Dexterity 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | Supernatural Dexterity 
                    The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                   | 
| Dragonfire Gem 
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             | Gemme de feu dragon 
                    Le porteur gagne la règle À l'épreuve du feu.
                   | Dragonfire Gem 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | Dragonfire Gem 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | Dragonfire Gem 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | Gemma draconica 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | Dragonfire Gem 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | Dragonfire Gem 
                    The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                   | 
| Eldritch Inscriptions 
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             | Inscriptions Mystérieuses 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | Eldritch Inscriptions 
                    Failed to-wound rolls from attacks made with this weapon must be rerolled.
                   | 
| Essence of a Free Mind 
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             | Essence de libre pensée 
                    Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
                   | Essence of a Free Mind 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | Essence of a Free Mind 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | Essence of a Free Mind 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | Essenza di una mente libera 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | Essence of a Free Mind 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | Essence of a Free Mind 
                    The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                   | 
| Essence of Mithril 
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             | Essence de mithril 
                    Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
L’Armure du porteur passe à 5 et ne peut jamais être améliorée au-delà.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | Essence of Mithril 
                    The wearer’s Armour is set to 5 and can never be improved beyond this.
                   | 
| Ghostly Guard 
              The wearer gains +2 Armour against non-Magical Attacks.
             | Protection fantômatique 
                    Enchantement : Armure lourde et Armure de plates.
Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | Ghostly Guard 
                    The wearer gains +2 Armour against non-Magical Attacks.
                   | 
| Willow's Ward 
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             | Glyphe de saule 
                    Figurines à pied uniquement.
Enchantement : Bouclier.
Lorsqu’il utilise ce Bouclier, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d’impact qui sont réparties sur lui ont −2 en Pénétration d’armure.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | Willow's Ward 
                    While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                   | 
| Goga Brew 
              One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
             | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | Goga Brew 
                    One use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains [b]Fearless[/b] and [b]Unstable[/b] even if the bearer is removed as a casualty.
                   | 
| King Slayer 
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             | Tueuse de rois 
                    Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
                   | King Slayer 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | King Slayer 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | King Slayer 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | Sterminatrice di re 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | King Slayer 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | King Slayer 
                    The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                   | 
| Lightning Vambraces 
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             | Manchons foudroyants 
                    Le porteur peut lancer Main des cieux (Thaumaturgie) en tant que Sort lié de Niveau de puissance (4/8).
                   | Lightning Vambraces 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | Lightning Vambraces 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | Lightning Vambraces 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | Vambraci del lampo 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | Lightning Vambraces 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | Lightning Vambraces 
                    The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                   | 
| Monster Munch 
              The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
             | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | Monster Munch 
                    The bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
                   | 
| Obsidian Rock 
              The bearer gains Magic Resistance (2).
             | Roc d'obsidienne 
                    Le porteur gagne Résistance à la magie (2).
                   | Obsidian Rock 
                    The bearer gains Magic Resistance (2).
                   | Obsidian Rock 
                    The bearer gains Magic Resistance (2).
                   | Obsidian Rock 
                    The bearer gains Magic Resistance (2).
                   | Pietra d'ossidiana 
                    The bearer gains Magic Resistance (2).
                   | Obsidian Rock 
                    The bearer gains Magic Resistance (2).
                   | Obsidian Rock 
                    The bearer gains Magic Resistance (2).
                   | 
| Omen of the Apocalypse 
              Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
             | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | Omen of the Apocalypse 
                    Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
                   | 
| Pan of Protection Pinchin' 
              When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
             | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | Pan of Protection Pinchin' 
                    When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
                   | 
| Potion of Strength 
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             | Potion de force 
                    Ne peut être prise par des figurines avec la règle Présence imposante.
Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat.
Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | Potion of Strength 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                   | 
| Potion of Swiftness 
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             | Potion de rapidité 
                    Usage unique.
Peut être activée au début de n'importe quelle Phase ou Manche de combat
Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
                   | Potion of Swiftness 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | Potion of Swiftness 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | Potion of Swiftness 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | Pozione della rapidit 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | Potion of Swiftness 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | Potion of Swiftness 
                    One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                   | 
| Sceptre of Power 
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             | Sceptre de pouvoir 
                    Usage unique.
Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, juste après avoir effectué ce jet de lancement ou de dissipation.
(Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
                   | Sceptre of Power 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | Sceptre of Power 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | Sceptre of Power 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | Scettro del potere 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | Sceptre of Power 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | Sceptre of Power 
                    One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                   | 
| Skull Fetish 
              Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
             | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | Skull Fetish 
                    Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
                   | 
| Talisman of Shielding 
              The bearer gains Aegis (5+).
             | Talisman de protection 
                    Le porteur gagne Ægide (5+).
                   | Talisman of Shielding 
                    The bearer gains Aegis (5+).
                   | Talisman of Shielding 
                    The bearer gains Aegis (5+).
                   | Talisman of Shielding 
                    The bearer gains Aegis (5+).
                   | Talismano di protezione 
                    The bearer gains Aegis (5+).
                   | Talisman of Shielding 
                    The bearer gains Aegis (5+).
                   | Talisman of Shielding 
                    The bearer gains Aegis (5+).
                   | 
| Talisman of the Void 
              The bearer gains Channel (1).
             | Talisman du Vide 
                    Le porteur gagne Canalisation (1).
                   | Talisman of the Void 
                    The bearer gains Channel (1).
                   | Talisman of the Void 
                    The bearer gains Channel (1).
                   | Talisman of the Void 
                    The bearer gains Channel (1).
                   | Talismano del vuoto 
                    The bearer gains Channel (1).
                   | Talisman of the Void 
                    The bearer gains Channel (1).
                   | Talisman of the Void 
                    The bearer gains Channel (1).
                   | 
| Tazrek's Guard 
              The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
             | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | Tazrek's Guard 
                    The bearer's model gains +1 Health Point and its Resilience is [b]set[/b] to 6.
                   | 
| Touch of Greatness 
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             | Touché par la grâce 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
                   | Touch of Greatness 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | Touch of Greatness 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | Touch of Greatness 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | Tocco di grandigia 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | Touch of Greatness 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | Touch of Greatness 
                    Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                   | 
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| Aether Icon 
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             | Icône éthérée 
                    0–3 par armée.
Le porteur gagne Résistance à la magie (1).
Si l’unité possède déjà une ou plusieurs instances de Résistance à la magie (X), celles-ci sont augmentées de 1 à la place.
                   | Aether Icon 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | Aether Icon 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | Aether Icon 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | Icona d'etere 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | Aether Icon 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | Aether Icon 
                    The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                   | 
| Banner of Discipline 
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             | Bannière de Discipline 
                    0–3 par armée.
L’unité du porteur peut relancer ses Tests de panique ratés.
Si le porteur de la Grande bannière ou le Général fait partie de l’unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Insegna della disciplina 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | 
| Banner of Speed 
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             | Bannière de vitesse 
                    0–3 par armée.
Une unité avec une ou plusieurs Bannières de vitesse gagne +1″ en valeur de Mouvement simple et +2″ en valeur de Marche forcée.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Insegna della velocit 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | 
| Banner of the Relentless Company 
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             | Bannière de la compagnie infatigable 
                    0–3 par armée.
Usage unique. Cet Enchantement peut être activé pendant la Phase de mouvement du joueur qui la contrôle : toutes les figurines d’Infanterie dans l’unité du porteur onttoujours une valeur de Marche forcée de 15″ avec les restrictions suivantes :
• Aucun Personnage ne peut quitter volontairement l’unité du porteur.
• L’unité du porteur ne peut effectuer aucune Attaquede tir.
• Une seule Bannière de la compagnie infatigable peut-être activée au cours d’une même phase.
Ces effets durent jusqu’à la fin de ce Tour de joueur.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Insegna della compagnia implacabile 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | 
| Flaming Standard 
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             | Bannière ardente 
                    0–3 par armée.
Usage unique.
Cet Enchantement peut être activé au début d’une Manche de combat ou avant de tirer avec l’unité du porteur : l’unité du porteur gagne Attaque enflammée.
Si elle est activée au combat, ses effets durent jusqu’à ce que l’unité du porteur ne soit plus engagée au combat; si elle est activée avant de tirer avec l’unité du porteur, ses effets durent jusqu’à la fin de la phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Stendardo infuocato 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | 
| Legion Standard 
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             | Bannière de la légion 
                    0–3 par armée.
Une unité avec une Bannière de la légion augmente son Bonus de rang maximum de +1 (cela signifie généralement que l’unité peut ajouter à son Résultat de combat un Bonus de rang de +4 si elle a 4 Rangs complets derrière le premier).
Une unité avec deux Bannières de la légion ou plus augmente son Bonus de rang maximum de +2 à la place.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Stendardo della legione 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | 
| Stalker's Standard 
              The bearer’s unit gains Strider.
             | Bannière du rôdeur 
                    0–3 par armée.
L’unité du porteur gagne Guide.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stendardo dell'oppressore 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | 
| Big Boss Pole 
              The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
             | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | Big Boss Pole 
                    The bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
                   | 
| Goga Brew 
              Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
             | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | Goga Brew 
                    Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, thebearer’s unit gains Fearless and Unstable.
                   | 
| Headbashers' Trophy 
              Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
             | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   | Headbashers' Trophy 
                    Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
                   |