 
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 | 
| Tall | Une tête au dessus 
                    Une  Ligne de vue  tracée vers ou à partir d’une figurine ou d’un Rectangle limite avec la règle Une tête au dessus n’est pas bloquée par les figurines de la même Taille (que la figurine ou le Rectangle limite avec cette règle), sauf si une figurine intermédiaire possède également cette règle. Rappelez-vous que cela affecte aussi les  Couverts  (si une figurine bloque une Ligne de vue, elle contribue à un Couvert lourd à la place d’un Couvert léger).
                   | Überragend | Tall | Alto | Alto | Tall | Высокий | 
| Harnessed 
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             | Harnaché 
                    Corps à corps
Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien  et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou  Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
                   | Angeschirrt 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Contenidos 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Imbrigliato 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Ездовой 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | 
| Fear 
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             | Peur 
                    Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un  Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont  Ébranlées  et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   | Angst 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Miedo 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Paura 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Страх 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | 
| 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
.
                   | 
| 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
                   | 
| 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
                   | 
| Åsklander Battle Fever 
              Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
             | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | Åsklander Battle Fever 
                    Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing
                   | 
| Impact Hits 
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             | Touches d'impact 
                    Au  Palier d’initiative  10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage  et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle  Harnaché  ou  Inanimé  d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
                   | Aufpralltreffer 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impactos por Carga 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Colpi d'Impatto 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Impact Hits 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | Таранные попадания 
                    At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                   | 
| Vanguard 
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             | Avant-garde 
                    Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de  Mouvement simple  et/ou  Reformation  réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des  Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou  Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle  Capture  jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
                   | Vorhut 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguard 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguardia 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Avanguardia 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Vanguard 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | Авангард 
                    After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                   | 
| Insignificant | Insignifiant 
                    Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de  Test de panique  que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
                   | Bedeutungslos | Insignificant | Insignificante | Insignificante | Insignificant | Незначи- тельный | 
| Hard Target | Cible difficile 
                    Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
                   | Schwieriges Ziel | Hard Target | Objetivo Difícil | Bersaglio Difficile | Hard Target | Сложная цель | 
| Berserker’s Bear Pelt 
              Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
             | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | Berserker’s Bear Pelt 
                    Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.
                   | 
| Multiple Wounds 
              Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
             | Blessures multiples 
                    Corps à corps
Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans Blessures multiples (1D3), lancez un dé pour chaque blessure non sauvegardée concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille.
Par exemple, si une attaque avec Blessures multiples (1D6) blesse une unité de Trolls (3 PV), et qu’un ‘5’ est obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si cette unité avait déjà perdu un ou deux Points de vie précédemment dans la bataille.
Si Ailes mutilées est précisé après la valeur (X), toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle  Vol  est multipliée par X+1 plutôt que par X.
                   | Multiple Lebenspunktverluste 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | Multiple Wounds 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | Heridas Múltiples (X) 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | Ferite Multiple 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | Multiple Wounds 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | Множественные раны 
                    Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                   | 
| Bodyguard 
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             | Garde du corps 
                    Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle  Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
                   | Leibwache 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | Bodyguard 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | Guardaespaldas 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | Guardia del Corpo 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | Bodyguard 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | Телохранитель 
                    When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                   | 
| 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.
                   | 
| Freezing Aura 
              Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
             | Brume glaciale 
                    Les attaques avec [b]Attaque enflammée[/b] doivent relancer leurs jets pour blesser réussis contre cette figurine. De plus, toutes les unités ennemies en contact avec au moins un Jötunn subissent -3 en Agilité, -1 en Armure et -1 en Pénétration d'armure
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | Freezing Aura 
                    Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).
                   | 
| Cannot be Stomped | Ne peut être piétiné 
                    Une figurine avec cette règle n’est jamais considérée comme étant d’une taille Standard contre les  Attaques de piétinement  d’une figurine ennemie.
                   | Kann nicht getrampelt werden | Cannot be Stomped | Inmune a Golpetazos | Non Può Essere Calpestato | Cannot be Stomped | Не может быть растоптан | 
| Scoring 
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             | Capture 
                    Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir «  Remporter l’objectif secondaire  », page  96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion :
La règle Capture peut être perdue au cours d’une partie :
• Une unité perd la règle Capture tant qu’elle est en fuite.
• Une unité qui a utilisé la règle  Embuscade  et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
• Une unité qui a effectué une  Reformation post-combat  perd la règle Capture jusqu’au début du prochain Tour de joueur.
• Une figurine qui effectue un déplacement d’ Avant-garde  perd la règle Capture jusqu’à la fin du premier Tour de jeu.
                   | Punktend 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Unidad que Puntúa 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Presidiante 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Захват 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | 
| Coastal Predator 
              The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | Coastal Predator 
                    The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                   | 
| Fearless 
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             | Sans peur 
                    Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses  Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la  Peur .
                   | Furchtlos 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Coraje 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Impassibile 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Fearless 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | Бесстрашие 
                    If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                   | 
| Swiftstride 
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             | Course rapide 
                    Une unité entièrement composée de figurines avec cette règle est soumise à la règle  Jet maximisé  pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
                   | Schnelle Bewegung 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Zancada Veloz 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Falcata Rapida 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Swiftstride 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | Стремительность 
                    When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                   | 
| Strider 
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             | Guide 
                    La figurine réussit automatiquement tout  Test de terrain dangereux  provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre la règle  Indomptable  à cause des Décors.
Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
                   | Geländeerfahren 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Strider 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Cruzar 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Viaggiatore 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Strider 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | Знание местности 
                    The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                   | 
| Deeds Not Words 
              The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
             | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | Deeds Not Words 
                    The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                   | 
| 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.
                   | 
| 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.
                   | 
| Fortitude 
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             | Fortitude 
                    La Fortitude est une  Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des  Attaques enflammées ,
ni des attaques avec la règle  Coup fatal  pour lesquelles un ‘6’ a été obtenu pour blesser.
                   | Zähigkeit 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortaleza 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Tempra 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Живучесть 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | 
| Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | Giant See, Giant Do | 
| Hatred 
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             | Haine 
                    Corps à corps
Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
                   | Hass 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | Hatred 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | Odio 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | Odio 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | Hatred 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | Ненависть 
                    During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                   | 
| Hell-Forged Armour 
              Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
             | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | Hell-Forged Armour 
                    Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).
                   | 
| 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).
                   | 
| 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.
                   | 
| Maximised | Maximised | Maximised | Maximised | Maximised | Maximised | Maximised | Maximised | 
| Path of the Favoured 
              Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
             | Voie de la Faveur 
                    Les unités dont plus de la moitié des figurines a cette règle doivent relancer leurs Tests de moral ratés. De plus, un élément de figurine avec cette règle qui est un Champion gagne +1 PV, jusqu'à un maximum de 3 PV et sa Discipline [b]passe[/b] à 9 (en plus de ses autres améliorations liées à la règle de Champion).
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | Path of the Favoured 
                    Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                   | 
| Towering Presence 
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             | Présence imposante 
                    La figurine gagne la règle  Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une  Plateforme de Guerre .
La portée de ses éventuelles règles  Présence impérieuse  et  Ralliement au drapeau  est augmentée de 6″.
Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir «  Classification des figurines  », page  98 ).
                   | Riesige Statur 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Towering Presence 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Presencia Imponente 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Presenza Torreggiante 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Towering Presence 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | Возвышающийся 
                    The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                   | 
| Rage | Rage | Rage | Rage | Rage | Rage | Rage | Rage | 
| Release the Hounds 
              One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
             | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | Release the Hounds 
                    One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                   | 
| Spiked Shield 
              Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
             | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | Spiked Shield 
                    Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
                   | 
| Stupid 
              At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
             | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | Stupid 
                    At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.
                   | 
| Troll Belch 
              At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
             | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | Troll Belch 
                    At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
                   | 
| Unburnt 
              Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
             | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | Unburnt 
                    Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
                   | 
| 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.
                   | 
| Gunagr's Armour 
              The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
             | Armure de Gunagr 
                    Le porteur gagne [b]Sans peur[/b] et ne peut [b]jamais[/b] être blessé sur un résultat meilleur que 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | Gunagr's Armour 
                    The bearer gains [b]Fearless[/b] and can [b]never[/b] be wounded on better than 4+.
                   | 
| 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.
                   | 
| Byargfylli 
              Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
             | Bjargfylli 
                    Les attaques effectuées avec cette arme gagnent [b]Attaque divine[/b], [b]Attaque magique[/b], [b]Coup fatal[/b] et [b]Réflexes foudroyants[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | Byargfylli 
                    Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Lethal Strike[/b] and [b]Lightning Reflexes[/b].
                   | 
| 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.
                   | 
| Eyratöki 
              The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
             | Eyratöki 
                    Le porteur gagne [b]Attaque écrasante[/b]. Il peut effectuer deux Attaques écrasantes par Manche de combat au lieu d'une (à condition qu'il ait déclaré vouloir utiliser son [b]Attaque écrasante[/b] à la fin de l'étape 4 de la Séquence d'une Manche de combat, comme d'habitude).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | Eyratöki 
                    The wielder gains [b]Crush Attack[/b], and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
                   | 
| 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.
                   | 
| Harp of Bragi 
              The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
             | Harpe de Bragi 
                    La portée des règles [b]Présence impérieuse[/b] et [b]Ralliement au drapeau[/b] du porteur est [b]toujours[/b] de 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | Harp of Bragi 
                    The range of the bearer's Commanding Presence or Rally Around the Flag is [b]always[/b] 18".
                   | 
| 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).
                   | 
| Norn's Bones 
              The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
             | Os de Norn 
                    Le porteur peut sélectionner ses sorts parmi tous les Sorts appris de sa Voie de magie et le Sort héréditaire de son armée, quand bien même il n'est qu'[b]Apprenti[/b] ou [b]Adepte magicien[/b].
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | Norn's Bones 
                    The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
                   | 
| 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).
                   | 
| 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).
                   | 
| Symbol of Slaughter 
              Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
             | Symbole du massacre 
                    Lorsqu'il utilise cette arme, le porteur gagne +2 en Agilité, +2 en valeur d'Attaque et [b]Attaque magique[/b]. Les Attaques de corps à corps allouées à la figurine du porteur gagnent +1 pour toucher.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | Symbol of Slaughter 
                    Attacks with this weapon become [b]Magical Attacks[/b]. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
                   | 
| 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).
                   | 
| 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.
                   | 
| Raven Banner 
              The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
             | Bannière du corbeau 
                    L'unité du porteur gagne [b]Ardeur guerrière[/b], [b]Frénésie[/b] et [b]Sans peur[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | Raven Banner 
                    The bearer's unit gains [b]Battle Focus[/b], [b]Fearless[/b], and [b]Frenzy[/b].
                   | 
| 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.
                   |