Correspondence of translations with another language
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Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Amulette d'obsidienne
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
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Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Amulette d'opale
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
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Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Anneau rubis de ruine
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
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Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Tapis d'arabie
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
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Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
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Armure du destin
Armure lourde. Confère une sauvegarde invulnérable de 4+.
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Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
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Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
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Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
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Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
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Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
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Armure de bonne étoile
Armure lourde. Confère une sauvegarde invulnérable de 5+.
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Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
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Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
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Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
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Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
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Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
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Armure de fer argent
Confère une sauvegarde d'armure de 2+ ne pouvant être améliorer d'aucune manière.
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Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
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Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
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Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
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Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
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Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
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Armure du bienheureux
Armure lourde. Confère une sauvegarde invulnérable à +6.
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Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
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Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
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Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
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Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
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Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
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Armure resplandissante
Armure légère. Inflige un malus de -1 à l'ennemi pour toucher au corps à corps.
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Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
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Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
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Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
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Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
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Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Badine du trompeur
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
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Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
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Bague d'obsidienne
The Obsidian Trinket grants Magic Resistance (1).
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Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
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Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
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Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
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Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
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Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Baguette de Jais
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
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Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Baguette tellurique
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
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Channeling staff
The Wizard adds +1 to all of his channeling attempts.
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Bâton cataliseur
The Wizard adds +1 to all of his channeling attempts.
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Channeling staff
The Wizard adds +1 to all of his channeling attempts.
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Channeling staff
The Wizard adds +1 to all of his channeling attempts.
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Channeling staff
The Wizard adds +1 to all of his channeling attempts.
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Channeling staff
The Wizard adds +1 to all of his channeling attempts.
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Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
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Bâton de sorcellerie
The bearer receives a +1 bonus on attempts to dispel.
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Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
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Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
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Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
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Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
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Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Bâton interdit
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
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Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
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Epée Berserk
Le porteur est frénétique et ne perd jamais cette frénésie.
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Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
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Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
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Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
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Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
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Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
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Lame de morsure
Les Attaques au corps à corps effectuées avec cette épée sont perforantes.
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Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
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Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
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Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
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Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
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Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Livre d'Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
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Spellshield
Shield. The bearer gains Magic Resistance (1).
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Bouclier arcanique
Bouclier. Confère une résistance à la magie de 1.
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Spellshield
Shield. The bearer gains Magic Resistance (1).
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Spellshield
Shield. The bearer gains Magic Resistance (1).
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Spellshield
Shield. The bearer gains Magic Resistance (1).
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Spellshield
Shield. The bearer gains Magic Resistance (1).
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Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
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Bouclier de Ptolos
Bouclier. La sauvegarde du porteur est de 1+ contre les tirs.
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Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
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Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
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Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
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Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
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Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
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Bouclier enchanté
Bouclier. La sauvegarde d'armure du porteur est améliore de deux points.
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Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
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Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
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Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
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Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
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Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
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Bouclier ensorcelé
Bouclier. Une seule utilisation. Sur un 2+, la première touche subit par le porteur est annulée.
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Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
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Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
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Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
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Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
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Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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Chapeau de sorcier
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
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The Horn Of Kygor
One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.
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Cor De Kygor
Usage unique. Le porteur peut sonner le Cor de Kygor au début de n'importe laquelle de ses phases de Mouvement. Lorsqu'il le fait, tous les monstres, les monstres montés, les bêtes monstrueuses, les montures de cavalerie monstrueuses, les montures de cavalerie, les bêtes des chars et les bêtes de guerre amis à 12 ps ou moins du porteur ont la règle spéciale frénésie jusqu'au début de leur prochaine phase de Mouvement. Le Cor de Kygor n'a aucun effet sur les cavaliers.
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The Horn Of Kygor
One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.
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The Horn Of Kygor
One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.
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The Horn Of Kygor
One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.
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The Horn Of Kygor
One use only. The bearer of the Horn of Kygor can sound it at the start of any of his Movement phases. If he does so, all friendly monsters, monster mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts and war beasts within 12" of the bearer have the Frenzy special rule until the start of their next Movement phase. Note that the Horn of Kygor has no effect on riders, just their mounts.
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Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
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Couronne de commandement
The bearer of the Crown of Command has the Stubborn special rule.
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Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
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Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
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Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
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Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
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Cube Of Darkness
One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; ontherollofa2+ the spell is automatically dispelled- otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.
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Cube de Ténèbres
Usage unique. Lorsqu'un sort ennemi a été lancé avec succès, un sorcier avec le Cube de Ténèbres peut l'utiliser au lieu de tenter de dissiper le sort avec des dés de dissipation. Dans ce cas, jetez ID6 ; sur 2 + le sort est automatiquement dissipé - sinon ses effets sont résolus normalement. Dans tous les cas, jetez ID6 séparé pour chaque sort restant enjm actuellement actif; sur 2 + , ce sort cesse automatiquement.
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Cube Of Darkness
One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; ontherollofa2+ the spell is automatically dispelled- otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.
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Cube Of Darkness
One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; ontherollofa2+ the spell is automatically dispelled- otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.
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Cube Of Darkness
One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; ontherollofa2+ the spell is automatically dispelled- otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.
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Cube Of Darkness
One use only. When an enemy spell has been cast, a Wizard with the Cube of Darkness can use it instead of attempting to dispel the spell using dispel dice. If he does so, roll a D6; ontherollofa2+ the spell is automatically dispelled- otherwise the spell is resolved as normal. In either case, roll a separate D6 for every Remains in Play spell currently in effect; on a 2+ that spell automatically ends.
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Dawnstone
The bearer re-rolls failed armour saves.
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Pierre de l'aube
The bearer re-rolls failed armour saves.
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Dawnstone
The bearer re-rolls failed armour saves.
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Dawnstone
The bearer re-rolls failed armour saves.
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Dawnstone
The bearer re-rolls failed armour saves.
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Dawnstone
The bearer re-rolls failed armour saves.
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Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Parchemin de dissipation
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
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Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Gemme de dracocide
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
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Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
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Heaume du dragon
La sauvegarde 'armure du porteur est amélioré de 1 point. Confère une sauvegarde invulnérable à 2+ contre les attaques enflammées.
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Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
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Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
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Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
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Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
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Sword of Battle
The wielder has +1 Attack.
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Epée de bataille
Le porteur a +1 Attaque.
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Sword of Battle
The wielder has +1 Attack.
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Sword of Battle
The wielder has +1 Attack.
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Sword of Battle
The wielder has +1 Attack.
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Sword of Battle
The wielder has +1 Attack.
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Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
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Epée de frappe
Les Attaques au corps à corps effectuées avec cette arme bénéficient d'une bonus de +1 pour toucher.
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Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
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Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
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Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
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Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
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Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
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Epée de puissance
Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +1 en Force.
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Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
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Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
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Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
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Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
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Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
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Epée de vive mort
Le porteur frappe toujours en premier.
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Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
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Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
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Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
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Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
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Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
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Epée des guerres éternelles
Le porteur a +2 Attaques.
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Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
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Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
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Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
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Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
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Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
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Epée du tourmenteur
Un monstre ou un personnage pendant au moins 1 PV à cause de cette arme souffre de stupidité pour le reste de la bataille.
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Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
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Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
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Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
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Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
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Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
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Epée relique
Les Attaques au corps à corps effectuées avec cette épée blessent toujours sur 5+, à moins qu'elles ne le fassent normalement sur un meilleur résultat.
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Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
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Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
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Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
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Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
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Sword of Bloodshed
The wielder has +3 Attacks.
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Epée Sanglante
Le Porteur a +3 Attaques.
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Sword of Bloodshed
The wielder has +3 Attacks.
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Sword of Bloodshed
The wielder has +3 Attacks.
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Sword of Bloodshed
The wielder has +3 Attacks.
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Sword of Bloodshed
The wielder has +3 Attacks.
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Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
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Epée tueuse de Héros
Le porteur a un bonus de +1 en Force et +1 Attaque pour chaque personnage ennemi en contact avec lui ou son unité.
Ces bonus sont calculés au début de chaque round de combat et restent valables jusqu'à la fin de celui-ci.
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Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
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Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
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Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
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Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
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Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
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Epée voleuse de sorts
Un Sorcier perdant au moins 1 PV à cause de cette arme perd un sort (déterminé aléatoirement) par PV perdu.
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Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
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Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
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Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
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Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
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Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Torque du fléau des plumes
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
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Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Parchemin de rebond
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Lame d'Escrimeur
Paire d'armes. Le porteur a CC 10.
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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
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Forteresse pliable de Fozzrik
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
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Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
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Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
|
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
|
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
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Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
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Lame de Géant
Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +3 en Force.
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Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
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Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
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Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
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Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
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Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
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Lame d'or vif
Les Attaques au corps à corps effectuées avec cette épée le sont avec une Initiative de 10.
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Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
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Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
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Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
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Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
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Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Graine de renaissance
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
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Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
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Potion de soin
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
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Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
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Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
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Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
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Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
|
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
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Heaume de la discorde
Améliore la sauvegarde d'armure d'un point. Au début du corps à corps, choisissez une figurine en contact socle à socle avec le porteur, elle doit effectuer un test de CD, en cas d'échec, elle ne pourra porter aucune attaque durant cette phase et sera touché automatiquement.
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Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
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Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
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Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
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Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
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Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
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Heaume du trompeur
Améliore la sauvegarde d'armure de 1 point. Tout jet pour blesser réussi contre le porteur doit être relancé.
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Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
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Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
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Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
|
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
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Sacred Stegadon Helm Of Itza
The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.
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Heaume Sacré du Stégadon d'Itza
La sauvegarde d'armure du porteur du Heaume Sacré du Stégadon compte comme étant supérieure d'un point à la normale. De plus, cet objet confère à son porteur un bonus de + 1 en Endurance et la règle spéciale touches d'impact (1D3).
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Sacred Stegadon Helm Of Itza
The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.
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Sacred Stegadon Helm Of Itza
The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.
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Sacred Stegadon Helm Of Itza
The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.
|
Sacred Stegadon Helm Of Itza
The wearer of the Sacred Stegadon Helm counts his armour save as being one point higher than normal. Furthermore, the Sacred Stegadon Helm grants the wearer +1 Toughness and the Impact Hits (D3) special rule.
|
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
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Icône du fer maudit
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
|
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
|
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
|
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
|
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
|
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
|
L'autre badine du trompeur
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
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The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
|
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
|
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
|
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
|
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
|
Lame d'Obsidienne
Aucune sauvegarde d'armure ne peut être tentée contre les blessures infligées avec cette arme.
|
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
|
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
|
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
|
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
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The Blade of Realities
No armour or ward saves can be taken against Wounds caused by the Blade of Realities.
|
Lame des Réalités Multiples
Aucune sauvegarde d'armure ou ;'.vulnémble n'est permise contre Je. hlessures causées par la Lame des Réalités Multiples.
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The Blade of Realities
No armour or ward saves can be taken against Wounds caused by the Blade of Realities.
|
The Blade of Realities
No armour or ward saves can be taken against Wounds caused by the Blade of Realities.
|
The Blade of Realities
No armour or ward saves can be taken against Wounds caused by the Blade of Realities.
|
The Blade of Realities
No armour or ward saves can be taken against Wounds caused by the Blade of Realities.
|
Shrieking blade
The bearer causes Fear.
|
Lame Hurlante
Le porteur provoque la peur.
|
Shrieking blade
The bearer causes Fear.
|
Shrieking blade
The bearer causes Fear.
|
Shrieking blade
The bearer causes Fear.
|
Shrieking blade
The bearer causes Fear.
|
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
|
Lame Ogre
Les Attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +2 en Force.
|
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
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Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
|
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
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Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
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The Piranha Blade
The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.
|
Lame Piranha
Les attaques du porteur ont les règles spéciales blessures mulliplcs (iD3) et perforattt.
|
The Piranha Blade
The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.
|
The Piranha Blade
The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.
|
The Piranha Blade
The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.
|
The Piranha Blade
The wielder has the Multiple Wounds (D3) and Armour Piercing special rules.
|
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
|
Pierre de chance
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
|
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
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Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
|
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
|
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
|
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
|
Malédiction du guerrier
Un monstre ou un personnage perdant au moins 1 PV à cause de cette arme perd définitivement 1 Attaque par PV perdu (jusqu'à un minimum de 1 Attaque).
|
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
|
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
|
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
|
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
|
The Cloak of Feathers
Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.
|
Manteau de Plumes
Personnage skink à pied uniquement. Le porteur a les règles spéciales vol et résistance à la magie (1).
|
The Cloak of Feathers
Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.
|
The Cloak of Feathers
Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.
|
The Cloak of Feathers
Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.
|
The Cloak of Feathers
Skink character on foot only. The wearer of the Cloak of Feathers has the Fly special rule. In addition, the wearer has the M agic Resistance (1) special rule.
|
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
|
Masque terrifiant de AAAH!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
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The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
|
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
|
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
|
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
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Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
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Pierre d'obsidienne
The Obsidian Lodestone grants Magic Resistance (3).
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Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
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Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
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Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
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Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
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The Egg Of Quango
One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.
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Oeuf De Quango
Usage unique. Œuf de Quango peut être brisé au début de n'importe quelle phase de Corps à Corps. Désignez une unité ennemie en contact socle à socle avec le porteur ou son unité, jetez ID6 et consultez le tableau ci-dessous pour découvrir ce qui se produit. Toute blessure infligée compte dans le résultat de combat.
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The Egg Of Quango
One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.
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The Egg Of Quango
One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.
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The Egg Of Quango
One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.
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The Egg Of Quango
One use only. The Egg of Quango can be cracked open at the start of any Close Combat phase. Nominate one enemy unit in base contact with the bearer or his unit, roll a D6 and consult the table below to find out what happens. Any Wounds inflicted count towards combat results.
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Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Parchemin de pouvoir
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
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Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Parchemin de protection
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
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Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Parchemin maudit de Sivejir
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
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Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Parchemin vampire
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
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Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Pendentif en plume d'aigle
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
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Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Pierre de pouvoir
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
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Plaque of Dominion
Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster’s next Magic phase.
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Plaque de Domination
Objet de sort (niveau de puissance 3). Contient un sort de malédiction ciblant tous les sorciers ennemis à 1 8 ps ou moins. Toutes ces cibles ont la règle spéciale stttpiditéjusqu'au début de la prochaine phase de Magie du lanceur.
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Plaque of Dominion
Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster’s next Magic phase.
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Plaque of Dominion
Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster’s next Magic phase.
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Plaque of Dominion
Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster’s next Magic phase.
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Plaque of Dominion
Bound spell (power level 3). The Plaque of Dominion contains a hex spell that targets all enemy Wizards within 18". The targets of this spell have the Stupidity special rule until the start of the caster’s next Magic phase.
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Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion d'endurance
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
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Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion d'impétuosité
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
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Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion de célérité
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
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Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Potion de force
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
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Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Sceptre de stabilité
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
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Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman d'endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
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Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman de préservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
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Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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Talisman de protection
The Talisman of Protection grants the bearer a 6+ ward save.
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Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Bannière de la flamme éternelle
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
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Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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Bannière de rapidité
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
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War banner
A unit with this banner adds +1 to its combat result.
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Bannière de guerre
A unit with this banner adds +1 to its combat result.
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War banner
A unit with this banner adds +1 to its combat result.
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War banner
A unit with this banner adds +1 to its combat result.
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War banner
A unit with this banner adds +1 to its combat result.
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War banner
A unit with this banner adds +1 to its combat result.
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Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
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Bannière du carnage
A unit with this Magic Standard can re-roll its charge distance dice.
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Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
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Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
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Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
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Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
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The Jaguar Standard
All models in a unit with the Jaguar Standard have the Swiftstride special rule.
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Bannière du jaguar
Toutes les figurines de l'unité brandissant la Bannière du Jaguar ont la règle spéciale rapide.
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The Jaguar Standard
All models in a unit with the Jaguar Standard have the Swiftstride special rule.
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The Jaguar Standard
All models in a unit with the Jaguar Standard have the Swiftstride special rule.
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The Jaguar Standard
All models in a unit with the Jaguar Standard have the Swiftstride special rule.
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The Jaguar Standard
All models in a unit with the Jaguar Standard have the Swiftstride special rule.
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Skavenpelt Banner
All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule while attacking the bearer.
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Bannière en peau de Skaven
Les figurines de l'unité brandissant la Bannière en Peau de Skaven gagnent les règles spéciales frénésie et haine (skavens) . Cependant, toutes les figurines issues de Warhammer, Skavens gagnent la règle spéciale haine lorsqu'elles attaquent le porteur.
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Skavenpelt Banner
All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule while attacking the bearer.
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Skavenpelt Banner
All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule while attacking the bearer.
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Skavenpelt Banner
All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule while attacking the bearer.
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Skavenpelt Banner
All models in a unit with the Skavenpelt Banner gain the Frenzy and Hatred (Skaven) special rules. However, all models from Warhammer: Skaven gain the Hatred special rule while attacking the bearer.
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Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Bannière épouvantail
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
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Wailing banner
A unit with this banner causes Terror in its enemies.
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Bannière Hurlante
A unit with this banner causes Terror in its enemies.
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Wailing banner
A unit with this banner causes Terror in its enemies.
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Wailing banner
A unit with this banner causes Terror in its enemies.
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Wailing banner
A unit with this banner causes Terror in its enemies.
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Wailing banner
A unit with this banner causes Terror in its enemies.
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Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Etendard de discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
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Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
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Etendard du ranger
A unit with the Ranger’s Standard has the Strider special rule.
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Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
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Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
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Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
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Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
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Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Etendard en os de liche
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
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Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Etendard tranchant
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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Oriflamme de lumière
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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