Correspondence of translations with another language
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Shortbow
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Shortbow
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Longbow
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Longbow
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armour Bane
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Armour Bane
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Armoured Hide
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Armoured Hide
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Magical Attacks
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Magical Attacks
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Stomp Attacks
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Stomp Attacks
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
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Vanguard
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Vanguard
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Warband
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Warband
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Barding
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Barding
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
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Shield
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Shield
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Cavalry Spear
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
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Close Order
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Close Order
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Levies
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Levies
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Counter Charge
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Counter Charge
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Rallying Cry
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Rallying Cry
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
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Stubborn
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Stubborn
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Terror
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Terror
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Ethereal
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Ethereal
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Swiftstride
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Swiftstride
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Fire & Flee
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Fire & Flee
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First Charge
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First Charge
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Fly
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Fly
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
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Furious Charge
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Furious Charge
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
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Serrated maw
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Serrated maw
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Hatred
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Hatred
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Hooves and horn
counts as hand weapon
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Hooves and horn
counts as hand weapon
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Horde
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Horde
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Unbreakable
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Unbreakable
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Unstable
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Unstable
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Lance
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Lance
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
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Loner
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Loner
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
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Magic Resistance
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Magic Resistance
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Open Order
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Open Order
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
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Reserve Move
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Reserve Move
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
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Anointed Armour
Whilst the wearer’s faith in the Lady of the Lake holds fast, so too
shall the wards of protection placed upon this armour.
Models with the Grail Vow whose troop type is ‘infantry’ or ‘cavalry’ only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost.
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Anointed Armour
Whilst the wearer’s faith in the Lady of the Lake holds fast, so too
shall the wards of protection placed upon this armour.
Models with the Grail Vow whose troop type is ‘infantry’ or ‘cavalry’ only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost.
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Antlers Of The Great Hunt
The knight’s helm is adorned with a splendid set of antlers, the quarry of a great hunt slain by the wearer. The antlers denote exceptional prowess as a horseman and hunter.
If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the Move through Cover special rule.
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Antlers Of The Great Hunt
The knight’s helm is adorned with a splendid set of antlers, the quarry of a great hunt slain by the wearer. The antlers denote exceptional prowess as a horseman and hunter.
If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the Move through Cover special rule.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Gilded Cuirass
Inscribed with the words of the Grail Vow, the blessings of the Lady shine upon the wearer.
The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the Regeneration (5+) special rule.
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Gilded Cuirass
Inscribed with the words of the Grail Vow, the blessings of the Lady shine upon the wearer.
The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the Regeneration (5+) special rule.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Sword Of The Quest
This large hand-and-a-half sword has been passed down from knight to knight, aiding generations of heroes on their noble quests.
Sword of the Quest R S AP Special Rules
Single-handed Combat S+1 -1 Magical Attacks, Strike First
Double-handed Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last
Notes: The Sword of the Quest has two profiles. You must choose which the wielder will use at the start of each round of a combat.
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Sword Of The Quest
This large hand-and-a-half sword has been passed down from knight to knight, aiding generations of heroes on their noble quests.
Sword of the Quest R S AP Special Rules
Single-handed Combat S+1 -1 Magical Attacks, Strike First
Double-handed Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last
Notes: The Sword of the Quest has two profiles. You must choose which the wielder will use at the start of each round of a combat.
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Sword Of Heroes
This mighty blade has powerful enchantments against evil bound into it. Its long and bloody history has seen its wielders kill enough fantastical creatures to fill a menagerie many times over.
R S AP Special Rules
Sword of Heroes Combat S - Magical Attacks, Monster Slayer.
Notes: When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target’s Toughness.
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Sword Of Heroes
This mighty blade has powerful enchantments against evil bound into it. Its long and bloody history has seen its wielders kill enough fantastical creatures to fill a menagerie many times over.
R S AP Special Rules
Sword of Heroes Combat S - Magical Attacks, Monster Slayer.
Notes: When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target’s Toughness.
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Falcon-horn Of Fredemund
This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, it emits a piercing cry, and the skies become filled with flocks of hunting birds.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Falcon-horn of Fredemund by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
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Falcon-horn Of Fredemund
This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, it emits a piercing cry, and the skies become filled with flocks of hunting birds.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Falcon-horn of Fredemund by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Morning Star Of Fracasse
This mighty morning star has a hatred of magical trickery and unholy artefacts. It will entangle and rip a magic weapon from the hands of any foe.
R S AP Special Rules Morning Star of Fracasse Combat S+1 -1 Magical Attacks.
Notes: Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the remainder of the game.
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Morning Star Of Fracasse
This mighty morning star has a hatred of magical trickery and unholy artefacts. It will entangle and rip a magic weapon from the hands of any foe.
R S AP Special Rules Morning Star of Fracasse Combat S+1 -1 Magical Attacks.
Notes: Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the remainder of the game.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Foebreaker
Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented and staggered by its heavy blows, making them vulnerable to any further onslaught.
R S AP Special Rules
Foebreaker Combat S+1 - Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.
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Foebreaker
Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented and staggered by its heavy blows, making them vulnerable to any further onslaught.
R S AP Special Rules
Foebreaker Combat S+1 - Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.
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Gauntlet Of The Duel
When cast down, this enchanted gauntlet magnifies even the tiniest scrap of pride or conceit into a surge of righteous self-belief.
Challenges issued by the bearer of a Gauntlet of the Duel cannot be refused.
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Gauntlet Of The Duel
When cast down, this enchanted gauntlet magnifies even the tiniest scrap of pride or conceit into a surge of righteous self-belief.
Challenges issued by the bearer of a Gauntlet of the Duel cannot be refused.
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Grail Pendant
The power of the Lady floods through her most devoted warriors, giving them strength to endure the most grievous wounds.
Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
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Grail Pendant
The power of the Lady floods through her most devoted warriors, giving them strength to endure the most grievous wounds.
Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
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Gromril Great Helm
This ornate helm, a gift from the Dwarf King Grundhar, bears a potent rune of protection.
May be worn with other armour. The wearer of the Gromril Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Gromril Great Helm
This ornate helm, a gift from the Dwarf King Grundhar, bears a potent rune of protection.
May be worn with other armour. The wearer of the Gromril Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Heart Of The Wilds
Gifted to Damsel Elliea long ago by the Wood Elves of Athel Loren, this thrumming, mossy stone flows with magical power, drawing upon the strength of nature to fuel its wielder’s arcane efforts.
The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
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Heart Of The Wilds
Gifted to Damsel Elliea long ago by the Wood Elves of Athel Loren, this thrumming, mossy stone flows with magical power, drawing upon the strength of nature to fuel its wielder’s arcane efforts.
The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
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Heartwood Lance
This unbreakable lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down.
R S AP Special Rules Heartwood Lance Combat S+3 -3 Magical Attacks.
Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Heartwood Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
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Heartwood Lance
This unbreakable lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down.
R S AP Special Rules Heartwood Lance Combat S+3 -3 Magical Attacks.
Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Heartwood Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
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Prayer Icon Of Quenelles
When opened, this prayer icon displays a meticulously rendered image of the Lady that inspires unfettered devotion.
The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll.
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Prayer Icon Of Quenelles
When opened, this prayer icon displays a meticulously rendered image of the Lady that inspires unfettered devotion.
The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll.
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Mantle Of The Damsel Elena
Legend has it that Elena continued fighting the Goblin hordes even as the venom of a thousand spider bites coursed through her veins.
The bearer is immune to the Poisoned Attacks special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
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Mantle Of The Damsel Elena
Legend has it that Elena continued fighting the Goblin hordes even as the venom of a thousand spider bites coursed through her veins.
The bearer is immune to the Poisoned Attacks special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
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Sirienne's Locket
Sirienne, as skilled at conventional arts as she was at the art of magic, crafted this exquisite charm into a likeness of the Lady.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer is immune to the Multiple Wounds (X) special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound.
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Sirienne's Locket
Sirienne, as skilled at conventional arts as she was at the art of magic, crafted this exquisite charm into a likeness of the Lady.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer is immune to the Multiple Wounds (X) special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound.
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Silver Mirror
This lethal trinket is at first sight merely a vanity mirror, but woe betide the magic user that underestimates its true abilities...
Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2.
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Silver Mirror
This lethal trinket is at first sight merely a vanity mirror, but woe betide the magic user that underestimates its true abilities...
Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2.
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Sacrament Of The Lady
These thin, translucent wafers have been blessed by the Lady herself and imbued with a fragment of her power.
Single use. The bearer of a Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Sacrament Of The Lady
These thin, translucent wafers have been blessed by the Lady herself and imbued with a fragment of her power.
Single use. The bearer of a Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of The Stout Hearted
Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy.
R S AP Special Rules
Combat S+2 -1 Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands
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Sword Of The Stout Hearted
Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy.
R S AP Special Rules
Combat S+2 -1 Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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The Seal Of Parravon
Those with the skill-at-arms to win the famed tourney of Parravon are masters of their chosen weapons and carry the Seal of Parravon as a token of their victory.
When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.
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The Seal Of Parravon
Those with the skill-at-arms to win the famed tourney of Parravon are masters of their chosen weapons and carry the Seal of Parravon as a token of their victory.
When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Châlons
Awestruck enemies are unable to tear their gaze away from this magnificent banner.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Honourable Warfare
Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Banner Of The Lady’s Grace
This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Errantry Banner
This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Conqueror's Tapestry
The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.
Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Valorous Standard
Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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