Correspondence of translations with another language
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Acorns of The Ages
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Acorns of The Ages
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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Calaingor's Stave
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Calaingor's Stave
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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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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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Daith’s Reaper
All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
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Daith’s Reaper
All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
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Hail of Doom Arrow
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Hail of Doom Arrow
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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.
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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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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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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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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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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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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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Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
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Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
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The Bow Of Loren
The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
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The Bow Of Loren
The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
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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.
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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.
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The Spirit Sword
Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
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The Spirit Sword
Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
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The Helm Of The Hunt
The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
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The Helm Of The Hunt
The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
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Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
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Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
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Shrieking blade
The bearer causes Fear.
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Shrieking blade
The bearer causes Fear.
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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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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.
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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).
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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).
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The Terrifying mask of EEE!
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.
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Moonstone of The Hidden Ways
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Moonstone of The Hidden Ways
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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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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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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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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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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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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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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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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 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 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 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 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 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 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 of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
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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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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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War banner
A unit with this banner adds +1 to its combat result.
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The Banner of The Eternal Queen
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The Banner of The Eternal Queen
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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 Banner of The Hunter King
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The Banner of The Hunter King
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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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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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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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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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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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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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Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
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