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Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| Ambush | Embuscade 
                    Les unités avec Embuscade peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles
unités utiliseront cette règle à l’étape 8 de la  Séquence de pré-partie  (juste après la Sélection des sorts), en commençant
par le joueur qui a choisi sa Zone de déploiement. Déployez l’armée normalement, à l’exception des unités désignées qui sont alors dites « en Embuscade ». À partir de votre deuxième Tour de joueur, juste après l’étape 2 de chaque Phase de mouvement alliée (après avoir déplacé les unités avec un  Mouvement aléatoire ), lancez un dé pour chacune de vos unités en Embuscade. Une fois tous les dés lancés, chacune de ces unités pour laquelle un 3+ a été obtenu entre sur le champ de bataille depuis n’importe quel bord de table. Positionnez l’unité avec l’intégralité de son dos en contact avec un bord de table et aligné sur celui-ci. Les unités en Embuscade suivent les règles et restrictions suivantes :
• Les figurines en Embuscade ne peuvent pas effectuer de Marche forcée pendant la Phase de mouvement pendant laquelle elles sont arrivées, et aucune figurine ne doit finir à une distance supérieure à sa valeur de Marche forcée du bord de table par lequel l’unité est entrée en jeu.
• Les figurines en Embuscade comptent comme s’étant déplacées lors du Tour de joueur où elles arrivent sur le champ de bataille en ce qui concerne les règles de tir.
• Si une unité en Embuscade n’a pas pu entrer sur le champ de bataille de toute la partie (parce qu’elle a raté tous ses jets à 3+ pour entrer), elle compte comme ayant été détruite.
• Une unité en Embuscade qui entre sur le champ de bataille au 4e tour de jeu, ou plus tard, perd la règle  Capture  pour le restant de la partie.
• Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade qu’il est autorisé à rejoindre. Déclarez-le alors au moment de déterminer quelles unités de l’armée sont en Embuscade. Dans ce cas, ne lancez qu’un seul dé pour l’ensemble de l’unité combinée.
• Jusqu’à son arrivée sur le champ de bataille, une unité en Embuscade ne peut accomplir la moindre action ; tous ses Objets spéciaux, règles et capacités sont inactivés tant qu’elle n’est pas sur la table.
                   | Hinterhalt | Ambush | Emboscada | Agguato | Ambush | Засада | 
| Harnessed 
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             | Harnaché 
                    Corps à corps
Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien  et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou  Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
                   | Angeschirrt 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Contenidos 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Imbrigliato 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Harnessed 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | Ездовой 
                    Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                   | 
| Fear 
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             | Peur 
                    Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline.
Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un  Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont  Ébranlées  et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
                   | Angst 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Miedo 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Paura 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Fear 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | Страх 
                    Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                   | 
| Animal Master 
              The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
             | Maître de la faune 
                    La figurine gagne [b]Présence impérieuse[/b], mais seules les unités de Tigres à dents de sabre peuvent en bénéficier.
                   | Herr der Tiere 
                    Das Modell erhält [b]Commanding Presence[/b], aber nur Säbelzahntiger-Einheiten können diese nutzen.
                   | Animal Master 
                    The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
                   | Animal Master 
                    The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
                   | Animal Master 
                    The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
                   | Animal Master 
                    The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
                   | Повелитель зверей 
                    Модель получает [b]Воодушевляющее присутствие[/b], но лишь отряды Саблезубых тигров могут пользоваться им.
                   | 
| Extra Support | Attaque de soutien | Extra Support | Extra Support | Apoyo Extra | Supporto Aggiuntivo | Extra Support | Дополнительная поддержка | 
| Wizard Apprentice 
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             | Apprenti magicien 
                    - Connaît 1 sort.
- Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée.
Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts
.
                   | Zau- bernovize 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Wizard Apprentice 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Aprendiz Hechicero 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Mago Apprendista 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Wizard Apprentice 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | Младший маг 
                    - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                   | 
| Battle Focus 
              If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
             | Ardeur guerrière 
                    Corps à corps
Si une attaque avec cette règle touche avec un résultat non modifié de ‘6’, l’attaque inflige une touche supplémentaire (généralement deux touches au lieu d’une).
Une Attaque de tir suivant la règle  Tirs désespérés  ne provoque de touche supplémentaire que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
                   | Schlachtfokus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Battle Focus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Trance de Batalla 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Estasi della Battaglia 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Battle Focus 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | Боевой раж 
                    If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                   | 
| Great Weapon 
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             | Arme lourde 
                    À deux mains . Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d’armure mais sont résolues au  Palier d’initiative  0, quelle que soit l’Agilité du porteur.
                   | Zweihandwaffe 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Great Weapon 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Arma a Dos Manos 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Grande Arma 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Great Weapon 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | Двуручное оружие 
                    Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                   | 
| Hand Weapon 
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             | Arme de base 
                    Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle  Parade .
                   | Handwaffe 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Hand Weapon 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Arma de Mano 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Arma a Una Mano 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Hand Weapon 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | Одноручное оружие 
                    All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                   | 
| Light Armour 
              Armor +1
             | Armure légère 
                    +1 en Armure
                   | Leichte Rüstung 
                    Armor +1
                   | Light Armour 
                    Armor +1
                   | Armadura Ligera 
                    Armor +1
                   | Armatura Leggera 
                    armatura +1
                   | Light Armour 
                    Armor +1
                   | Легкий доспех 
                    Armor +1
                   | 
| Heavy Armour 
              +2 Armor
             | Armure lourde 
                    +2 en Armure
                   | Schwere Rüstung 
                    +2 Armor
                   | Heavy Armour 
                    +2 Armor
                   | Armadura Pesada 
                    +2 Armor
                   | Armatura Pesante 
                    armatura +2
                   | Heavy Armour 
                    +2 Armor
                   | Тяжелый доспех 
                    +2 Armor
                   | 
| Throwing Weapons 
              Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
             | Armes de jet 
                    Portée  8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
                   | Wurfwaffen 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Throwing Weapons 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Armas Arrojadizas 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Armi da Lancio 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Throwing Weapons 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | Метательное оружие 
                    Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
                   | 
| Paired Weapons 
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             | Paire d'armes 
                    À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle  Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
                   | Waffenpaar 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Paired Weapons 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Armas Emparejadas 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Coppia d'Armi 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Paired Weapons 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | Парное оружие 
                    The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                   | 
| Back to Work! 
              The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains [b]Rally Around the Flag[/b], but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
             | Au boulot! 
                    Le Contremaître ferrailleur est un Champion qui perd la règle [b]Premier parmi ses pairs[/b] et a les mêmes Règles de figurine que les autres figurines ordinaires de son unité. Il n'est pas forcé de choisir la même Arme de corps à corps que les autres figurines ordinaires de son unité au combat. De plus, il gagne [b]Ralliement au drapeau[/b], mais seuls les Ferrailleurs, Jette-ferraille et Braconniers ferrailleurs peuvent en bénéficier.
                   | Zurück an die Arbeit! 
                    Der Schrottling-Aufseher ist ein Champion, außer dass er nicht von Erster unter Gleichen profitiert und die gleichen Modellregeln, wie andere R&F Modelle der Einheit hat. Er [b]muss[/b] nicht die gleiche Nahkampfwaffe wählen, wie andere R&F Modelle in seiner Einheit, und er erhält [b]Rally Around the Flag[/b], aber nur Schrottlinge, Schrottwerfer, und Schrottling- Fallensteller können dies nutzen.
                   | Back to Work! 
                    The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains [b]Rally Around the Flag[/b], but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
                   | Back to Work! 
                    The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains [b]Rally Around the Flag[/b], but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
                   | Back to Work! 
                    The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains [b]Rally Around the Flag[/b], but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
                   | Back to Work! 
                    The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains [b]Rally Around the Flag[/b], but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
                   | За работу! 
                    Бригадир мусорщиков является Чемпионом, который теряет правило [b]Первый среди равных[/b] и имеет те же Правила моделей, которые имеют другие рядовые модели в его отряде. В ближнем бою он может атаковать оружием ближнего боя, отличным от оружия других рядовых моделей в его отряде. Кроме того он получает [b]Ни шагу назад![/b], но лишь Мусорщики, Мусорщики-трапперы и Хламопульты могут пользоваться им.
                   | 
| 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.
                   | 
| Freezing Aura 
              The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
             | Aura glaçante 
                    La figurine peut lancer le sort Hurlement glaçant (Chamanisme) comme un Sort lié de Niveau de Puissance (4/8). Toutes les unités ennemies à 9" ou moins d'au moins un Mammouth de givre subissent -3 en Agilité. Le jet de dés pour déterminer la Distance de fuite d'une unité ennemie Démoralisée au combat alors qu'elle est en contact avec au moins un Mammouth de givre est sujet à la règle [b]Jet minimisé[/b].
                   | Frostaura 
                    Das Modell kann Chilling Howl (Shamanism) als gebundenen Zauber mit Energiestufe (4/8) wirken. Gegnerische Einheiten innerhalb von 9" um ein oder mehrere Eismammuts erleiden -3 Agilität. Wenn gegnerische Einheiten in Basekontakt mit einem oder mehreren Eismammuts im Nahkampf aufgerieben werden, unterliegt der Wurf für die Fluchtdistanz der Regel Minimierter Würfelwurf.
                   | Freezing Aura 
                    The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
                   | Freezing Aura 
                    The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
                   | Freezing Aura 
                    The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
                   | Freezing Aura 
                    The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
                   | Леденящая аура 
                    Носитель может сотворить Леденящий вой (Шаманизм) как Связанное заклинание, имеющее Уровень силы (4/8). Вражеские отряды в пределах 9" от одного или более Ледяных мамонтов получают штраф -3 к Ловкости. При Разгроме, броски на определение Дальностьи отступления из ближнего боя вражеских отрядов, находящихся в контакте с одним или более Ледяных мамонтов, являются минимизированными.
                   | 
| Living Avalanche 
              The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
             | Avalanche incarnée 
                    Les [b]Touches d'impact[/b] de la figurine gagnent +1 en Force et +1 en Pénétration d'armure.
                   | Lebendige Lawine 
                    Aufpralltreffer des Modells erhalten +1 Stärke und +1 Rüstungsdurchschlag.
                   | Living Avalanche 
                    The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
                   | Living Avalanche 
                    The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
                   | Living Avalanche 
                    The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
                   | Living Avalanche 
                    The model's Impact Hits gain +1 Strength and +1 Armour Penetration.
                   | Живая лавина 
                    [b]Таранные попадания[/b] модели получают +1 к Силе и Бронебойности.
                   | 
| 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.
                   | 
| Battle-Scarred 
              Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades [b]must[/b] be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
             | Balafres de guerre 
                    Chaque unité de Mercenaires vétérans peut choisir jusqu'à deux améliorations parmi les suivantes (ces améliorations doivent être mentionnées dans la liste d'armée). Chaque figurine de l'unité gagne : - Armure de plates - [b]Attaque empoisonnée[/b] - [b]Avant-garde[/b] - [b]Charge dévastatrice (+1 Fo, +1 PA)[/b] - [b]Coup fatal[/b] - [b]Course rapide[/b] - [b]Résistance à la magie (2)[/b] - [b]Tir précis[/b] Chaque amélioration ne peut être prise que par une seule unité de Mercenaires vétérans.
                   | Kampferprobt 
                    Jede Einheit Söldner-Veteranen kann bis zu zwei der folgenden Aufwertungen erhalten (die Aufwertungen müssen auf der Armeeliste vermerkt werden). Die Modelle erhalten: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Jede Aufwertung darf nur von einer einzigen Einheit Söldner-Veteranen in deiner Armee genommen werden.
                   | Battle-Scarred 
                    Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades [b]must[/b] be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
                   | Battle-Scarred 
                    Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades [b]must[/b] be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
                   | Battle-Scarred 
                    Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades [b]must[/b] be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
                   | Battle-Scarred 
                    Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades [b]must[/b] be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
                   | Боевые шрамы 
                    Каждый отряд Ветеранов-наёмников может получить до двух улучшений из перечисленных ниже (улучшения [b]должны[/b] быть записаны в ростере армии). Модели получают: • Точное • Опустошительное нападение (+1 Си, +1 Брб) • Смертельный удар • Сопротивление магии (2) • Латный доспех • Ядовитые атаки • Стремительность • Авангард Каждое улучшение может быть взято только одним отрядом Ветеранов-наёмников в вашей армии.
                   | 
| 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 | 
| It's a Trap! 
              Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
             | C'est un piège! 
                    Chaque unité de Braconniers ferrailleurs peut positionner des marqueurs Piègequot; : - Elle peut en positionner un juste avant le début de la bataille (au cours de l'étape 7 de la Phase de déploiement), dans un seul Décor (autre qu'un Terrain découvert) dans lequel l'unité est déployée ou avec lequel elle est entrée en contact au cours de son mouvement d'Avant-garde; - Elle peut en positionner un au cours de chaque Phase de mouvement, dans un unique Décor (autre qu'un Terrain découvert) avec lequel l'unité est entrée en contact à n'importe quel moment de cette phase après un Mouvement simple, une Marche forcée ou une Reformation. Si une unité ennemie traverse ou entre en contact au cours d'un Mouvement simple, une Marche forcée, une Reformation, un Pivot, un Mouvement de charge, de charge ratée, de poursuite ou de fuite avec un Décor sur lequel sont disposés un ou plusieurs marqueurs Piègequot;, enlevez tous les marqueurs Piègequot; de ce Décor : chaque figurine de l'unité concernée doit faire un Test de terrain dangereux (1) (ces tests ne sont pas considérés comme étant causés par le Décor). Remarque : tout Test de terrain dangereux qui serait normalement provoqué par ce Décor doit toujours être effectué.
                   | Geschickte Fallensteller 
                    Jede Einheit Schrottling-Fallensteller darf einen Fallen-Marker platzieren: • Unmittelbar vor der Schlacht (während Schritt 7 des Ablaufs der Aufstellungsphase), auf einem einzelnen Geländestück außer offenem Gelände, in dem die Einheit aufgestellt wurde oder mit dem sie zu irgendeinem Zeitpunkt während ihrer Vorhutbewegung in Basekontakt war. • Einmal pro eigener Bewegungsphase, nach einer Vorrückbewegung, Marschbewegung oder Neuformierung, auf einem einzelnen Geländestück außer offenem Gelände, mit dem die Einheit zu irgendeinem Zeitpunkt während dieser Phase in Basekontakt war. Falls eine gegnerische Einheit eine Vorrückbewegung, Marschbewegung, Neuformierung, Drehung, Angriffsbewegung, misslungene Angriffsbewegung, Verfolgungsbewegung oder Fluchtbewegung durchführt und sich dabei in Basekontakt mit einem Geländestück mit einem oder mehreren Fallen-Markern befindet, entferne alle Fallen-Marker in dem betroffenen Geländestück. Jedes Modell der Einheit [b]muss[/b] einen Test für Gefährliches Gelände (1) ablegen. Diese Tests gelten, als wären sie nicht durch das Geländestück verursacht worden; alle Tests für Gefährliches Gelände, die das Geländestück sonst normalerweise verursachen würde, müssen trotzdem abgelegt werden.
                   | It's a Trap! 
                    Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
                   | It's a Trap! 
                    Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
                   | It's a Trap! 
                    Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
                   | It's a Trap! 
                    Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
                   | Это ловушка! 
                    Каждый отряд Мусорщиков-трапперов может разместить метку Капкана: • Непосредственно перед началом битвы (во время шага 7 Последовательности действий в Фазу расстановки) в одном элементе ландшафта, отличном от Открытого ландшафта, в котором отряд был развернут или с которым он контактировал в любой точке во время передвижений [b]Авангарда[/b]. • Один раз во время любой вашей Фазы движения, на одном элементе ландшафта, отличном от Открытого ландшафта, с которым отряд соприкасался во время Обычного перемещения, Марша или Перестроения в этой фазе. Если вражеский отряд совершает Обычное перемещение, Марш, Перестроение, Разворот, Перемещение нападающих, Перемещение при неудачном нападении, Преследование или Перемещение отступающих внутри или касаясь Элемента Ландшафта с одной или более меткой Капкана, удалите все метки Капкана с этого Элемента Ландшафта. Каждая модель в отряде [b]должна[/b] пройти проверку Опасного ландшафта (1). Эти проверки не считаются проверкой, вызванной элементом ландшафта; любые проверки Опасного ландшафта, которые вызывает данный ландшафт, так же должны быть пройдены.
                   | 
| Scoring 
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             | Capture 
                    Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir «  Remporter l’objectif secondaire  », page  96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion :
La règle Capture peut être perdue au cours d’une partie :
• Une unité perd la règle Capture tant qu’elle est en fuite.
• Une unité qui a utilisé la règle  Embuscade  et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
• Une unité qui a effectué une  Reformation post-combat  perd la règle Capture jusqu’au début du prochain Tour de joueur.
• Une figurine qui effectue un déplacement d’ Avant-garde  perd la règle Capture jusqu’à la fin du premier Tour de jeu.
                   | Punktend 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Unidad que Puntúa 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Presidiante 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Scoring 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | Захват 
                    Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                   | 
| Devastating Charge 
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             | Charge dévastatrice 
                    Corps à corps
Si un élément de figurine ayant cette règle (ou utilisant une arme avec cette règle) est en charge, alors il gagne les modificateurs de caractéristique et/ou les Règles de figurine précisés entre parenthèses.
Par exemple, un élément de figurine en charge avec Charge dévastatrice (+1 Fo,  Attaque empoisonnée ) gagne +1 en Force et la règle Attaque empoisonnée lorsqu’il charge.
N’oubliez pas que les Attaques spéciales ne peuvent être modifiées par les Attributs d’attaque, ce qui signifie que, sauf mention contraire, les Règles de figurine et modificateurs de caractéristiques conférés par Charge dévastatrice ne s’appliquent pas aux Attaques spéciales telles qu’ Attaques de piétinement  et  Touches d’impact .
Cette règle est cumulative : un élément de figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d’attaque et tous leurs modificateurs lorsqu’il charge.
                   | Vernichtender Angriff 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Devastating Charge 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Carga Devastadora 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Carica Devastante 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Devastating Charge 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | Опустошительное нападение 
                    Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                   | 
| 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.
                   | 
| Mountain Hide 
              When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
             | Cuir de granite 
                    Si la figurine subit une blessure assujettie à la règle [b]Blessures multiples (X)[/b], divisez X par deux (arrondi au supérieur).
                   | Gebirgspelz 
                    Wenn ein Modell mit Gebirgspelz eine Verwundung durch eine Attacke mit Multiple Lebenspunktverluste (X) erleidet, reduziere X um die Hälfte (aufgerundet).
                   | Mountain Hide 
                    When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
                   | Mountain Hide 
                    When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
                   | Mountain Hide 
                    When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
                   | Mountain Hide 
                    When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
                   | Высокогорная шкура 
                    Когда модель с этим правилом получает ранение от атаки со свойством [b]Множественные раны (Х)[/b], Х делится на два, с округлением вверх.
                   | 
| Scout 
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             | Éclaireur 
                    Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la  Séquence pré-partie  (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
                   | Kundschafter 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Scout 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Exploradores 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Esploratore 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Scout 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | Разведчик 
                    At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                   | 
| Loner 
              If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
             | Solitaire 
                    Un Chasseur de mammouths à pied ne peut rejoindre que des unités de Yétis ou de Tigres à dents de sabre (il peut les rejoindre malgré la règle [b]Insignifiant[/b]). S'il est monté, il ne peut rejoindre aucune unité. Et enfin, il ne peut rejoindre aucune unité contenant un autre Personnage, et vice-versa.
                   | Einzelgänger 
                    Falls zu Fuß, kann sich das Modells nur Yetis und Säbelzahntigern anschließen (ignoriere die Regel Bedeutungslos für das Anschließen von Einheiten). Falls beritten, kann es sich keinen Einheiten anschließen. Ein Modell mit Einzelgänger kann sich keinen Einheiten anschließen, die andere Charaktermodelle enthalten, und Charaktermodelle können sich keinen Einheiten anschließen, die ein Modell mit Einzelgänger enthalten.
                   | Loner 
                    If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
                   | Loner 
                    If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
                   | Loner 
                    If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
                   | Loner 
                    If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
                   | Отшельник 
                    Если модель пешая, она может присоединяться только к отрядам Йети и Саблезубых тигров; игнорируйте правило [b]Незначительный[/b] при присоединении к отрядам. Если модель является всадником, она не может присоединяться ни к каким отрядам. Модель с правилом [b]Отшельник[/b] не может присоединяться к отряду, содержащим любых персонажей, и персонажи не могут присоединяться к отряду, включающим модель с правилом [b]Отшельник[/b].
                   | 
| Sons of the Avalanche 
              The model part gains [b]Impact Hits (1)[/b]. If its unit has 2 or more Full Ranks, the model part gains [b]Impact Hits (2)[/b]. A Character with Sons of the Avalanche instead gains [b]Impact Hits (D3)[/b], or [b]Impact Hits (D3+1)[/b] if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
             | Fils de l'avalanche 
                    L'élément de figurine gagne [b]Touches d'impact (1)[/b]. Si son unité possède deux Rangs complets ou plus, l' élément de figurine gagne à la place [b]Touches d'impact (2)[/b]. Un Personnage possédant [b]Fils de l'avalanche[/b] gagne à la place [b]Touches d'impact (1D3)[/b], ou [b]Touches d'impact (1D3+1)[/b] si son unité possède deux Rangs complets ou plus. De plus, la figurine est immunisée aux effets de la [b]Peur[/b] des figurines ennemies.
                   | Fleischlawine 
                    Der Modellteil erhält [b]Impact Hits (1)[/b]. Falls seine Einheit 2 oder mehr vollständige Glieder hat, erhält der Modellteil [b]Impact Hits (2)[/b]. Ein Charaktermodell mit Fleischlawine erhält stattdessen [b]Impact Hits (W3)[/b], oder [b]Impact Hits (W3+1)[/b], falls seine Einheit 2 oder mehr vollständige Glieder hat. Zusätzlich ist das Modell immun gegenüber den Auswirkungen von Angst von gegnerischen Modellen.
                   | Sons of the Avalanche 
                    The model part gains [b]Impact Hits (1)[/b]. If its unit has 2 or more Full Ranks, the model part gains [b]Impact Hits (2)[/b]. A Character with Sons of the Avalanche instead gains [b]Impact Hits (D3)[/b], or [b]Impact Hits (D3+1)[/b] if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
                   | Sons of the Avalanche 
                    The model part gains [b]Impact Hits (1)[/b]. If its unit has 2 or more Full Ranks, the model part gains [b]Impact Hits (2)[/b]. A Character with Sons of the Avalanche instead gains [b]Impact Hits (D3)[/b], or [b]Impact Hits (D3+1)[/b] if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
                   | Sons of the Avalanche 
                    The model part gains [b]Impact Hits (1)[/b]. If its unit has 2 or more Full Ranks, the model part gains [b]Impact Hits (2)[/b]. A Character with Sons of the Avalanche instead gains [b]Impact Hits (D3)[/b], or [b]Impact Hits (D3+1)[/b] if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
                   | Sons of the Avalanche 
                    The model part gains [b]Impact Hits (1)[/b]. If its unit has 2 or more Full Ranks, the model part gains [b]Impact Hits (2)[/b]. A Character with Sons of the Avalanche instead gains [b]Impact Hits (D3)[/b], or [b]Impact Hits (D3+1)[/b] if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
                   | Сыны лавины 
                    Часть модели получает [b]Таранные попадания (1)[/b]. Если отряд имеет 2 и более полных рядов, часть модели получает [b]Таранные попадания (2)[/b]. Персонаж с этим правилом получает вместо этого [b]Таранные попадания (D3)[/b], или [b]Таранные попадания (D3+1)[/b], если отряд имеет 2 и более полных рядов. Кроме того, модель иммунна к эффекту правила [b]Страх[/b] от вражеских моделей.
                   | 
| Fortitude 
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             | Fortitude 
                    La Fortitude est une  Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des  Attaques enflammées ,
ni des attaques avec la règle  Coup fatal  pour lesquelles un ‘6’ a été obtenu pour blesser.
                   | Zähigkeit 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortaleza 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Tempra 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Fortitude 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | Живучесть 
                    Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                   | 
| Frenzy 
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             | Frénésie 
                    Au début de la Phase de charge, chacune de vos unités incluant au moins une figurine ayant la règle Frénésie qui pourrait déclarer une charge (c’est-à-dire qu’elle n’est pas engagée au combat, ni en fuite et ne contient aucune figurine Ébranlée) et qui a une unité ennemie dans son arc avant se trouvant à une distance inférieure à sa valeur de Mouvement simple +7″ doit passer un  Test de discipline , appelé « Test de frénésie ». Si ce test échoue, toute l’unité doit, si possible, déclarer une charge à ce Tour de ce joueur.
Au cas où l’unité aurait la possibilité d’utiliser différentes valeurs de Mouvement simple, la valeur utilisée pour le Test de frénésie et pour la Portée de charge est déterminée comme suit :
• Si une figurine a plus d’une valeur de Mouvement simple (par ex., du fait de la règle  Vol ), elle doit utiliser la valeur qui lui donne le plus de chance de réussir une charge (exemple : une figurine avec une valeur de Mouvement simple de 2″ et Vol (8″, 16″) doit utiliser la valeur de Mouvement simple de la règle Vol, qui est de 8″).
• Si une unité contient des figurines avec différentes valeurs de Mouvement simple, l’unité doit utiliser la valeur la plus élevée que l’ensemble des figurines de l’unité peut utiliser, qui est en général la valeur de Mouvement simple la plus petite dans l’unité (exemple : un Personnage dans une unité combinée a une valeur de Mouvement simple de 4″, alors que cette valeur est de 6″ pour les figurines ordinaires de l’unité : l’unité combinée utilise la valeur de Mouvement simple de 4″).
Les Tests de frénésie et les Tests de refrènement de poursuite effectués par les unités dont au moins une figurine a la règle Frénésie sont sujets aux règles de  Jet maximisé .
Remarque : lorsqu’une unité est forcée de déclarer une charge en raison d’un Test de frénésie raté, elle n’est pas forcée de déclarer cette charge sur l’unité ennemie qui a provoqué ce test.
                   | Raserei 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenzy 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenesí 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Furia 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Frenzy 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | Бешенство 
                    At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                   | 
| Touch of Frost 
              Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
             | Toucher de givre 
                    Les unités ennemies subissent -1 en Agilité pour chaque unité de Yétis en contact avec elles.
                   | Frosthauch 
                    Gegnerische Einheiten erleiden -1 Agilität für jede Einheit Yetis in Basekontakt mit ihnen.
                   | Touch of Frost 
                    Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
                   | Touch of Frost 
                    Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
                   | Touch of Frost 
                    Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
                   | Touch of Frost 
                    Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
                   | Ледяная хватка 
                    Вражеские отряды получают штраф -1 к Ловкости за каждый отряд Йети в контакте с ними.
                   | 
| Giant See, Giant Do 
              Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
             | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | Giant See, Giant Do 
                    Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
                   | 
| Scrapling Lookout 
              If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
             | Guetteur ferrailleur 
                    Si une unité inclut un Porte-étendard ou un porteur de Grande bannière équipé d'un Guetteur ferrailleur, les figurines ordinaires doivent être moins de 3 (au lieu de 5) avant que les touches ne puissent être réparties sur les Personnages du même Type et de la même Taille que l'unité.
                   | Schrottling-Späher 
                    Wenn die Einheit einen Standartenträger oder einen Armeestandartenträger mit Schrottling-Späher enthält, müssen weniger als 3 R&F-Modelle in der Einheit sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
                   | Scrapling Lookout 
                    If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
                   | Scrapling Lookout 
                    If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
                   | Scrapling Lookout 
                    If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
                   | Scrapling Lookout 
                    If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.
                   | Мусорщик на стреме 
                    Если отряд включает знаменосца или Знаменосца армии с [b]Мусорщиком на стреме[/b], попадания по отряду не могут быть распределены на персонажей с тем же Типом и Размером, что и отряд, если он содержит более 3 рядовых моделей.
                   | 
| 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.
                   | 
| Hand Cannon 
              Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
             | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | Hand Cannon 
                    Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
                   | 
| Skirmisher 
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             | Tirailleur 
                    Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
                   | Plänkler 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Skirmisher 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Hostigadores 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Schermagliatore 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Skirmisher 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | Рассыпной строй 
                    The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                   | 
| Inanimate 
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             | Inanimé 
                    Corps à corps
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d’Attaques de corps à corps et ne peuvent pas utiliser d’Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes  Harnaché  ou Inanimé).
                   | Unbelebt 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimate 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimado 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimato 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Inanimate 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | Механизм 
                    Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                   | 
| Unbreakable 
              The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
             | Indémoralisable 
                    L’unité de la figurine réussit automatiquement ses  Tests de moral . Une figurine avec Indémoralisable ne peut rejoindre ou être rejointe que par d’autres figurines avec Indémoralisable.
                   | Unerschütterlich 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Unbreakable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Indesmoralizable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Irriducibile 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Unbreakable 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | Непоколебимость 
                    The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                   | 
| Not a Leader 
              The model cannot be the General.
             | Pas un meneur 
                    La figurine ne peut pas devenir le  Général  de l’armée.
                   | Kein Anführer 
                    The model cannot be the General.
                   | Not a Leader 
                    The model cannot be the General.
                   | No un Líder 
                    The model cannot be the General.
                   | Non un Capo 
                    The model cannot be the General.
                   | Not a Leader 
                    The model cannot be the General.
                   | Не лидер 
                    The model cannot be the General.
                   | 
| 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.
                   | 
| Rage 
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | Rage 
                    Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                   | 
| Scratapult 
              Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
             | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Scratapult 
                    Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | 
| Thunder Cannon 
              Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
             | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | Thunder Cannon 
                    Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.
                   | 
| 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.
                   | 
| Heart-Ripper 
              Attacks made with this weapon gain [b]Lethal Strike[/b], +1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
             | Arrache-cœur 
                    Les attaques portées avec cette arme gagnent +1 en Pénétration d'armure, [b]Attaque magique[/b], [b]Coup fatal[/b] et ne peuvent [b]jamais[/b] toucher sur moins bien que 3+.
                   | Herzstopper 
                    Attacken mit dieser Waffe erhalten [b]Lethal Strike[/b], +1 Rüstungsdurchschlag, werden zu [b]Magischen Attacken[/b] und können [b]niemals[/b] schlechter als auf 3+ treffen.
                   | Heart-Ripper 
                    Attacks made with this weapon gain [b]Lethal Strike[/b], +1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
                   | Heart-Ripper 
                    Attacks made with this weapon gain [b]Lethal Strike[/b], +1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
                   | Heart-Ripper 
                    Attacks made with this weapon gain [b]Lethal Strike[/b], +1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
                   | Heart-Ripper 
                    Attacks made with this weapon gain [b]Lethal Strike[/b], +1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
                   | Потрошитель 
                    Атаки, совершенные этим оружием, получают +1 к Бронебойности, свойства [b]Магические атаки[/b] и [b]Смертельный удар[/b], и [b]никогда[/b] не попадают хуже, чем на 3+.
                   | 
| Aurochs Charm 
              The bearer gains [b]Mountain Hide[/b].
             | Fétiche d'aurochs 
                    Le porteur gagne [b]Cuir de granite[/b].
                   | Basaltbestienamulett 
                    Der Träger erhält [b]Gebirgspelz[/b].
                   | Aurochs Charm 
                    The bearer gains [b]Mountain Hide[/b].
                   | Aurochs Charm 
                    The bearer gains [b]Mountain Hide[/b].
                   | Aurochs Charm 
                    The bearer gains [b]Mountain Hide[/b].
                   | Aurochs Charm 
                    The bearer gains [b]Mountain Hide[/b].
                   | Оберег зубра 
                    Носитель получает правило [b]Высокогорная шкура[/b].
                   | 
| Rod of Battle 
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             | Baguette de bataille 
                    Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) :
Type : Amélioration. Portée : 18″. Durée : Un tour.
La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Scettro da battaglia 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | Rod of Battle 
                    The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                   | 
| Basalt Infusion 
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             | Injection de basalte 
                    Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Infusione di basalto 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | Basalt Infusion 
                    The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                   | 
| Dragon Staff 
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             | Bâton de dragon 
                    Le porteur gagne une Attaque de souffle (Fo 3, PA 0, Attaque enflammée).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Bastone del drago 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | Dragon Staff 
                    The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                   | 
| Binding Scroll 
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             | Parchemin d'entrave 
                    0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Pergamena vincolante 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | Binding Scroll 
                    One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                   | 
| Book of Arcane Mastery 
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             | Grimoire de maîtrise cabalistique 
                    Dominant. Ne peut être pris que par un Apprenti ou Adepte magicien.
Lors de chaque Phase de magie, le porteur gagne un modificateur de +2 pour sa première Tentative de lancement de sort. S’il n’utilise qu’un seul Dé de magie pour cette Tentative de lancement, un résultat naturel de ‘1’ ou ‘2’ donne toujours un échec, quels que soient les modificateurs.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | Book of Arcane Mastery 
                    Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                   | 
| Ranger's Boots 
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             | Bottes du forestier 
                    Infanterie de taille Standard uniquement.
Le porteur gagne Guide et, à moins qu’il n’effectue un Mouvement de vol, gagne +2″ en valeur de Mouvement simple et +4″ en valeur de Marche forcée, jusqu’à un maximum de respectivement 10″ et 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | Ranger's Boots 
                    The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                   | 
| Crystal Ball 
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             | Boule de cristal 
                    Usage unique.
Peut être activée au début de votre Phase de magie.
Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place.
Remélangez la carte précédente dans votre paquet de cartes.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Sfera di cristallo 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | Crystal Ball 
                    The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                   | 
| Shield Breaker 
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             | Brise-bouclier 
                    Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Frantuma scudi 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | Shield Breaker 
                    Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                   | 
| Mammoth-Hide Cloak 
              The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
             | Cape en cuir de mammouth 
                    Le porteur gagne +1 en Armure. Les attaques contre le porteur ne peuvent [b]jamais[/b] avoir une Force supérieure à 5.
                   | Mammutpelzmantel 
                    Der Träger erhält +1 Rüstung. Attacken gegen den Träger können [b]niemals[/b] eine Stärke von mehr als 5 haben.
                   | Mammoth-Hide Cloak 
                    The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
                   | Mammoth-Hide Cloak 
                    The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
                   | Mammoth-Hide Cloak 
                    The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
                   | Mammoth-Hide Cloak 
                    The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
                   | Плащ из шкуры мамонта 
                    Носитель получает +1 Брони. Атаки по носителю [b]никогда[/b] не могут иметь Силу более, чем 5.
                   | 
| Wrestler's Belt 
              The wearer gains +2 Armour and +1 Strength.
             | Ceinturon du lutteur 
                    Le porteur gagne +2 en Armure et +1 en Force.
                   | Ringergürtel 
                    Der Träger erhält +2 Rüstung und +1 Stärke.
                   | Wrestler's Belt 
                    The wearer gains +2 Armour and +1 Strength.
                   | Wrestler's Belt 
                    The wearer gains +2 Armour and +1 Strength.
                   | Wrestler's Belt 
                    The wearer gains +2 Armour and +1 Strength.
                   | Wrestler's Belt 
                    The wearer gains +2 Armour and +1 Strength.
                   | Пояс багатура 
                    Носитель получает +2 к Броне и +1 к Силе.
                   | 
| Rampager's Chain 
              The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer's unit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
             | Chaîne du ravageur 
                    Le porteur gagne [b]Attaque de piétinement (1D3+1)[/b] et les figurines dans l'unité du porteur doivent relancer les jets pour blesser ratés de leurs [b]Attaques de piétinement[/b].
                   | Tobsuchtskette 
                    Der Träger erhält [b]Stomp Attacks (W3+1)[/b] und alle Modelle in der Einheit des Trägers [b]müssen[/b] misslungene Verwundungswürfe mit Niedertrampeln- Attacken wiederholen.
                   | Rampager's Chain 
                    The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer's unit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
                   | Rampager's Chain 
                    The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer's unit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
                   | Rampager's Chain 
                    The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer's unit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
                   | Rampager's Chain 
                    The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer's unit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
                   | Цепь ярости 
                    Носитель получает[b]Растаптывание (D3+1)[/b], и все модели в отряде носителя должны перебрасывать проваленные броски на ранения от атак [b]Растаптывания[/b].
                   | 
| 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.
                   | 
| Ritual Bloodletter 
              The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b]. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
             | Exsanguinateur rituel 
                    Le porteur gagne +1 en valeur d'Attaque et +1 en Capacité offensive lorsqu'il utilise cette arme. Les attaques portées avec cette arme gagnent [b]Attaque magique[/b]. Pour toute blessure non sauvegardée infligée par cette arme, le propriétaire gagne un marqueur Voilequot;.
                   | Ritueller Blutdolch 
                    Der Träger erhält +1 Offensivfertigkeit und +1 Attackewert, während er diese Waffe benutzt. Mit ihr durchgeführte Attacken werden zu [b]Magischen Attacken[/b]. Für jede nicht verhinderte Verwundung mit dieser Waffe erhält der Besitzer eine Schleiermarke.
                   | Ritual Bloodletter 
                    The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b]. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
                   | Ritual Bloodletter 
                    The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b]. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
                   | Ritual Bloodletter 
                    The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b]. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
                   | Ritual Bloodletter 
                    The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b]. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
                   | Ритуальный кровопускатель 
                    При использовании этого оружия, носитель получает +1 к Количеству атак и Навыку атаки. Атаки, наносимые этим оружием, получают свойство [b]Магические атаки[/b]. За каждую не отраженную рану, нанесенную этим оружием, владелец получает один жетон Завесы.
                   | 
| Yeti Furs 
              The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
             | Fourrure de yéti 
                    Le porteur gagne +1 en Armure. Les unités ennemies en contact avec le porteur subissent -1 en Agilité.
                   | Yetipelz 
                    Der Träger erhält +1 Rüstung. Gegnerische Einheiten in Basekontakt mit dem Träger erleiden -1 Agilität.
                   | Yeti Furs 
                    The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
                   | Yeti Furs 
                    The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
                   | Yeti Furs 
                    The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
                   | Yeti Furs 
                    The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
                   | Шкура й ети 
                    Носитель получает +1 Брони. Вражеские отряды в контакте с носителем получают штраф -1 к Ловкости.
                   | 
| 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.
                   | 
| Khagadai's Legacy 
              Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b] and become [b]Magical Attacks[/b].
             | Héritage de Khagadaï 
                    Les attaques portées avec cette arme gagnent [b]Attaque magique[/b] et [b]Blessures multiples (1D3)[/b].
                   | Khagadais Erbe 
                    Mit dieser Waffe durchgeführte Attacken erhalten [b]Multiple Wounds (W3)[/b] und werden zu [b]Magischen Attacken[/b].
                   | Khagadai's Legacy 
                    Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b] and become [b]Magical Attacks[/b].
                   | Khagadai's Legacy 
                    Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b] and become [b]Magical Attacks[/b].
                   | Khagadai's Legacy 
                    Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b] and become [b]Magical Attacks[/b].
                   | Khagadai's Legacy 
                    Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b] and become [b]Magical Attacks[/b].
                   | Наследие Хагадая 
                    Атаки, наносимые этим оружием получают свойства [b]Магические атаки[/b] и [b]Множественные раны (D3)[/b].
                   | 
| Karkadan's Resilience 
              The wearer gains +1 Resilience but automatically fails all Special Saves.
             | Robustesse de karkadan 
                    Le porteur gagne +1 en Résistance mais rate automatiquement tous ses jets de sauvegarde spéciale.
                   | Karkadans Ausdauer 
                    Der Träger erhält +1 Widerstandsfähigkeit, ihm misslingen aber automatisch alle besonderen Schutzwürfe.
                   | Karkadan's Resilience 
                    The wearer gains +1 Resilience but automatically fails all Special Saves.
                   | Karkadan's Resilience 
                    The wearer gains +1 Resilience but automatically fails all Special Saves.
                   | Karkadan's Resilience 
                    The wearer gains +1 Resilience but automatically fails all Special Saves.
                   | Karkadan's Resilience 
                    The wearer gains +1 Resilience but automatically fails all Special Saves.
                   | Стой кость каркадана 
                    Носитель получает +1 к Стойкости, но автоматически проваливает все особые спасброски.
                   | 
| 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.
                   | 
| Lygur's Tongue 
              Enemy units in base contact with the bearer suffer −2 Offensive Skill.
             | Langue de Lygur 
                    Les unités ennemies en contact avec le porteur subissent -1 en valeur d'Attaque.
                   | Lygurs Zunge 
                    Gegnerische Einheiten in Basekontakt mit dem Träger erleiden -1 Attackewert.
                   | Lygur's Tongue 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   | Lygur's Tongue 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   | Lygur's Tongue 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   | Lygur's Tongue 
                    Enemy units in base contact with the bearer suffer −2 Offensive Skill.
                   | Язык Лигура 
                    Вражеские отряды в контакте с носителем получают штраф -1 к Количеству атак.
                   | 
| 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).
                   | 
| Viper's Curse 
              Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
             | Malédiction de la vipère 
                    Cette arme a Tirs 4, Fo 4 et PA 2 (elle conserve sa Portée initiale); elle gagne [b]Attaque empoisonnée[/b] et [b]Attaque magique[/b] (dans le cas d'une Paire de pistolets ogres, ces deux Attributs d'attaque s'appliquent également aux Attaques de corps à corps portées avec elle). Une Arbalète ogre perd [b]Attaque de zone (1×5)[/b]. Les Attaques de tir réalisées avec cette arme touchent [b]toujours[/b] sur 4+.
                   | Vipernfluch 
                    Diese Waffe hat Schüsse 4, Str 4 und RD 2 (die Reichweite hängt davon ab, welche Waffe verzaubert wird). Diese Waffe erhält außerdem [b]Poison Attacks[/b] und [b]Magical Attacks[/b] (bei einem Ogerpistolenpaar betreffen beide Attack Attributes auch Nahkampfwaffenattacken, die damit durchgeführt werden). Eine verzauberte Ogerarmbrust verliert Area Attack (1×5). Mit dieser Waffe durchgeführte Schussattacken treffen [b]immer[/b] auf 4+.
                   | Viper's Curse 
                    Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
                   | Viper's Curse 
                    Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
                   | Viper's Curse 
                    Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
                   | Viper's Curse 
                    Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
                   | Заклятье гадюки 
                    Выстрелы 4, Си 4, Брб 2 (Дальность зависит от того, какое оружие было зачаровано). Это оружие так же получает свойства [b]Магические атаки[/b] и [b]Ядовитые атаки[/b] (в случае связки пистолетов огров, оба Свойства атаки так же применяются к Атакам ближнего боя, совершенных им). При зачаровании, арбалет огров теряет свойство Атака по площади (1×5). Стрелковые атаки, совершенные этим оружием, [b]всегда[/b] попадают на 4+.
                   | 
| 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).
                   | 
| 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 the Gyengget 
              In the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit [b]must[/b] be rerolled, including Special Attacks.
             | Bannière des Gyengghets 
                    Au cours de la première Manche de combat, les éléments de figurine de l'unité du porteur doivent relancer leurs jets naturels pour toucher, pour blesser et de sauvegarde d'armure ayant donné un résultat de '1' (cela inclut les Attaques spéciales).
                   | Banner der Gyengget 
                    Alle Modellteile in der Einheit des Trägers [b]müssen[/b] natürliche Treffer-, Verwundungs- und Rüstungswürfe von '1' in der ersten Nahkampfrunde wiederholen (dies betrifft auch Spezialattacken).
                   | Banner of the Gyengget 
                    In the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit [b]must[/b] be rerolled, including Special Attacks.
                   | Banner of the Gyengget 
                    In the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit [b]must[/b] be rerolled, including Special Attacks.
                   | Banner of the Gyengget 
                    In the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit [b]must[/b] be rerolled, including Special Attacks.
                   | Banner of the Gyengget 
                    In the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit [b]must[/b] be rerolled, including Special Attacks.
                   | Знамя Гьенгетов 
                    В первом раунде ближнего боя, все части моделей отряда носителя, должны перебрасывать немодифицированные '1' на попадание, ранение, спасбросок за броню, включая Особые атаки.
                   | 
| Banner of Discipline 
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             | Bannière de Discipline 
                    0–3 par armée.
L’unité du porteur peut relancer ses Tests de panique ratés.
Si le porteur de la Grande bannière ou le Général fait partie de l’unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Insegna della disciplina 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | Banner of Discipline 
                    The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                   | 
| Banner of Speed 
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             | Bannière de vitesse 
                    0–3 par armée.
Une unité avec une ou plusieurs Bannières de vitesse gagne +1″ en valeur de Mouvement simple et +2″ en valeur de Marche forcée.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Insegna della velocit 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | Banner of Speed 
                    A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                   | 
| Banner of the Relentless Company 
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             | Bannière de la compagnie infatigable 
                    0–3 par armée.
Usage unique. Cet Enchantement peut être activé pendant la Phase de mouvement du joueur qui la contrôle : toutes les figurines d’Infanterie dans l’unité du porteur onttoujours une valeur de Marche forcée de 15″ avec les restrictions suivantes :
• Aucun Personnage ne peut quitter volontairement l’unité du porteur.
• L’unité du porteur ne peut effectuer aucune Attaquede tir.
• Une seule Bannière de la compagnie infatigable peut-être activée au cours d’une même phase.
Ces effets durent jusqu’à la fin de ce Tour de joueur.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Insegna della compagnia implacabile 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | Banner of the Relentless Company 
                    One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                   | 
| Flaming Standard 
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             | Bannière ardente 
                    0–3 par armée.
Usage unique.
Cet Enchantement peut être activé au début d’une Manche de combat ou avant de tirer avec l’unité du porteur : l’unité du porteur gagne Attaque enflammée.
Si elle est activée au combat, ses effets durent jusqu’à ce que l’unité du porteur ne soit plus engagée au combat; si elle est activée avant de tirer avec l’unité du porteur, ses effets durent jusqu’à la fin de la phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Stendardo infuocato 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | Flaming Standard 
                    One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                   | 
| Legion Standard 
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             | Bannière de la légion 
                    0–3 par armée.
Une unité avec une Bannière de la légion augmente son Bonus de rang maximum de +1 (cela signifie généralement que l’unité peut ajouter à son Résultat de combat un Bonus de rang de +4 si elle a 4 Rangs complets derrière le premier).
Une unité avec deux Bannières de la légion ou plus augmente son Bonus de rang maximum de +2 à la place.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Stendardo della legione 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | Legion Standard 
                    A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                   | 
| Stalker's Standard 
              The bearer’s unit gains Strider.
             | Bannière du rôdeur 
                    0–3 par armée.
L’unité du porteur gagne Guide.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stendardo dell'oppressore 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | Stalker's Standard 
                    The bearer’s unit gains Strider.
                   | 
| Skull of Qenghet 
              The bearer's unit gains [b]Fear[/b] and automatically passes Panic Tests caused by Terror.
             | Crâne de Tchenghet 
                    L'unité du porteur gagne [b]Peur[/b] et réussit automatiquement les Tests de panique provoqués par la [b]Terreur[/b].
                   | Schädel des Qenghet 
                    Die Einheit des Trägers erhält [b]Fear[/b] und besteht automatisch durch Entsetzen verursachte Paniktests.
                   | Skull of Qenghet 
                    The bearer's unit gains [b]Fear[/b] and automatically passes Panic Tests caused by Terror.
                   | Skull of Qenghet 
                    The bearer's unit gains [b]Fear[/b] and automatically passes Panic Tests caused by Terror.
                   | Skull of Qenghet 
                    The bearer's unit gains [b]Fear[/b] and automatically passes Panic Tests caused by Terror.
                   | Skull of Qenghet 
                    The bearer's unit gains [b]Fear[/b] and automatically passes Panic Tests caused by Terror.
                   | Череп Ченгета 
                    Отряд носителя получает правило [b]Страх[/b] и автоматически проходит проверки Паники, вызванные правилом [b]Ужас[/b].
                   | 
| Pennant of the Great Grass Sky 
              The bearer's unit gains [b]Swiftstride[/b].
             | Oriflamme de la Grande Prairie Céleste 
                    L'unité du porteur gagne [b]Course rapide[/b].
                   | Zeichen des Großen Grashimmels 
                    Die Einheit des Trägers erhält [b]Swiftstride[/b].
                   | Pennant of the Great Grass Sky 
                    The bearer's unit gains [b]Swiftstride[/b].
                   | Pennant of the Great Grass Sky 
                    The bearer's unit gains [b]Swiftstride[/b].
                   | Pennant of the Great Grass Sky 
                    The bearer's unit gains [b]Swiftstride[/b].
                   | Pennant of the Great Grass Sky 
                    The bearer's unit gains [b]Swiftstride[/b].
                   | Вымпел Травяного Небосклона 
                    Отряд носителя получает правило [b]Стремительность[/b].
                   |