Correspondance des traductions avec la VO
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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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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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Anneau de Volans
One use only.
Bound Spell (power level variable).
At the beginning of the game, choose one of the eight Lores of Magic from the Warhammer rulebook and generate a spell from it as if the bearer were a Level 1 Wizard. That spell is bound within the Ring of Volans and can be cast, just like a bound spell, with a power level equal to the normal casting value of the spell.
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Ring of Volans
One use only.
Bound Spell (power level variable).
At the beginning of the game, choose one of the eight Lores of Magic from the Warhammer rulebook and generate a spell from it as if the bearer were a Level 1 Wizard. That spell is bound within the Ring of Volans and can be cast, just like a bound spell, with a power level equal to the normal casting value of the 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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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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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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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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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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Armure de fer météorique
The Armour of Meteoric Iron grants the wearer both a 1+ armour save (that cannot be improved by any means) and a 6+ ward save.
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The Armour of Meteoric Iron
The Armour of Meteoric Iron grants the wearer both a 1+ armour save (that cannot be improved by any means) and 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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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Cape blanche d'Ulric
Enemies in base contact with the wearer are at -1 to all rolls To hit. In addition, the wearer has a 5+ ward save, increasing to a 2+ ward save against Wounds caused by Flaming Attacks.
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The White Cloak of Ulric
Enemies in base contact with the wearer are at -1 to all rolls To hit. In addition, the wearer has a 5+ ward save, increasing to a 2+ ward save against Wounds caused by Flaming Attacks.
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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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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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Croc runique
All hits from a Runefang wound automatically with no armour saves allowed.
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Runefang
All hits from a Runefang wound automatically with no armour saves allowed.
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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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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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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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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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Epée de bataille
Le porteur a +1 Attaque.
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Sword of Battle
The wielder has +1 Attack.
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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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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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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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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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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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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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Epée Sanglante
Le Porteur a +3 Attaques.
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Sword of Bloodshed
The wielder has +3 Attacks.
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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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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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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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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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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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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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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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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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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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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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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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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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Heaume du Tueur de Skavens
Helm. The wearer of the Helm of the Skavenslayer counts his armour save as being one point higher than normal. The wearer also causes Fear. Against models from a Skaven army, the wearer causes Terror instead. However, all Skaven gain the Hatred special rule while attacking the wearer.
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Helm of the Skavenslayer
Helm. The wearer of the Helm of the Skavenslayer counts his armour save as being one point higher than normal. The wearer also causes Fear. Against models from a Skaven army, the wearer causes Terror instead. However, all Skaven gain the Hatred special rule while attacking the wearer.
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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.
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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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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.
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Lame d'Obsidienne
Aucune sauvegarde d'armure ne peut être tentée contre les blessures infligées avec cette arme.
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Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
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Lame Hurlante
Le porteur provoque la peur.
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Shrieking blade
The bearer causes Fear.
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Lame Ogre
Les Attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +2 en Force.
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Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
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Pierre de chance
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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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).
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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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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.
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Masse de Helsturm
Always Strikes Last. Requires Two Hands. The wielder of this weapon strikes at +2 Strength in close combat. Instead of attacking normally, the bearer can choose to forfeit all of his normal Attacks to make a single, special Attack (which still has the Always Strikes Last special rule). If this Attack hits, it is resolved at Strength 10 and has both the Flaming Attacks and Multiple Wounds (D3) special rules.
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The Mace of Helsturm
Always Strikes Last. Requires Two Hands. The wielder of this weapon strikes at +2 Strength in close combat. Instead of attacking normally, the bearer can choose to forfeit all of his normal Attacks to make a single, special Attack (which still has the Always Strikes Last special rule). If this Attack hits, it is resolved at Strength 10 and has both the Flaming Attacks and Multiple Wounds (D3) special rules.
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Miroir de Van Horstmann
When the wearer fights in a challenge, he must 'swap' the Strength, Toughness, Initiative and Attacks characteristics on his profile with his enemy (but not the enemy's mount, if he has one). So, the wearer fights with his enemy fights Toughness, Initiative and Attacks whilst his enemy fights with the wearer's Strength, Toughness, Initiative and Attacks.
Note that you cannot choose not to use Van Horstmann's Speculum and you must swap all of the listed characteristics for the duration of the challenge, not just some of them.
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Van Horstmann's Speculum
When the wearer fights in a challenge, he must 'swap' the Strength, Toughness, Initiative and Attacks characteristics on his profile with his enemy (but not the enemy's mount, if he has one). So, the wearer fights with his enemy fights Toughness, Initiative and Attacks whilst his enemy fights with the wearer's Strength, Toughness, Initiative and Attacks.
Note that you cannot choose not to use Van Horstmann's Speculum and you must swap all of the listed characteristics for the duration of the challenge, not just some of them.
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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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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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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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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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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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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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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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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 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 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 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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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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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 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 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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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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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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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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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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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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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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Barrière du Griffon
A unit joined by a character bearing the Griffon Banner doubles any combat result bonus granted for having extra ranks. however, a character carrying the Griffon Banner, and his unit, cannot pursue a fleeing enemy and must hold their ground instead.
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Griffon banner
A unit joined by a character bearing the Griffon Banner doubles any combat result bonus granted for having extra ranks. however, a character carrying the Griffon Banner, and his unit, cannot pursue a fleeing enemy and must hold their ground instead.
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Étendard d'Acier
The bearer of the Steel Standard and his unit ignore any negative Movement penalties for barding (if they have any), and re-roll any dice rolls of a 1 when determining the distance they charge, flee or pursue.
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Steel standard
The bearer of the Steel Standard and his unit ignore any negative Movement penalties for barding (if they have any), and re-roll any dice rolls of a 1 when determining the distance they charge, flee or pursue.
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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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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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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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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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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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