 
Correspondence of translations with another language
| DE | EN | 
|---|---|
| Obsidian Amulet 
                  The Obsidian Amulet grants the bearer Magic Resistance (2).
                 | Obsidian Amulet 
              The Obsidian Amulet grants the bearer Magic Resistance (2).
             | 
| Opal amulet 
                  One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
                 | Opal amulet 
              One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
             | 
| Ruby ring of Ruin 
                  Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
                 | Ruby ring of Ruin 
              Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
             | 
| Arabyan carpet 
                  Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
                 | Arabyan carpet 
              Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
             | 
| Arme Caudale | Arme Caudale | 
| Arme de Technomage | Arme de Technomage | 
| Armour of Destiny 
                  Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
                 | Armour of Destiny 
              Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
             | 
| Armour of Fortune 
                  Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
                 | Armour of Fortune 
              Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
             | 
| Armour of Silvered Steel 
                  The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
                 | Armour of Silvered Steel 
              The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
             | 
| Armure d'Éclats de Malepierre | Armure d'Éclats de Malepierre | 
| Gambler's armour 
                  Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
                 | Gambler's armour 
              Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
             | 
| Armure du bord du Monde | Armure du bord du Monde | 
| Glittering scales 
                  Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
                 | Glittering scales 
              Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
             | 
| Attaque Empoisonnées | Attaque Empoisonnées | 
| Trickster's shard 
                  One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
                 | Trickster's shard 
              One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
             | 
| Obsidian Trinket 
                  The Obsidian Trinket grants Magic Resistance (1).
                 | Obsidian Trinket 
              The Obsidian Trinket grants Magic Resistance (1).
             | 
| Wand of jet 
                  One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
                 | Wand of jet 
              One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
             | 
| Earthing rod 
                  One use only. If the wizard rolls on the miscast table he can re-roll the result.
                 | Earthing rod 
              One use only. If the wizard rolls on the miscast table he can re-roll the result.
             | 
| Channeling staff 
                  The Wizard adds +1 to all of his channeling attempts.
                 | Channeling staff 
              The Wizard adds +1 to all of his channeling attempts.
             | 
| Staff of sorcery 
                  The bearer receives a +1 bonus on attempts to dispel.
                 | Staff of sorcery 
              The bearer receives a +1 bonus on attempts to dispel.
             | 
| Forbidden rod 
                  One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
                 | Forbidden rod 
              One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
             | 
| Berserker Sword 
                  The bearer has the Frenzy special rule and can never lose his Frenzy.
                 | Berserker Sword 
              The bearer has the Frenzy special rule and can never lose his Frenzy.
             | 
| Besicles de Technomage | Besicles de Technomage | 
| Biting Blade 
                  Close combat attacks made by the Biting Blade are Armour Piercing.
                 | Biting Blade 
              Close combat attacks made by the Biting Blade are Armour Piercing.
             | 
| Bombe Infernale | Bombe Infernale | 
| Book of Ashur 
                  The bearer receives a +1 bonus on attempts to cast and dispel.
                 | Book of Ashur 
              The bearer receives a +1 bonus on attempts to cast and dispel.
             | 
| Spellshield 
                  Shield. The bearer gains Magic Resistance (1).
                 | Spellshield 
              Shield. The bearer gains Magic Resistance (1).
             | 
| Bouclier de Distraction | Bouclier de Distraction | 
| Shield of Ptolos 
                  Shield. The bearer has a 1+ armour save against shooting attacks.
                 | Shield of Ptolos 
              Shield. The bearer has a 1+ armour save against shooting attacks.
             | 
| Enchanted shield 
                  Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
                 | Enchanted shield 
              Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
             | 
| Charmed shield 
                  Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
                 | Charmed shield 
              Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
             | 
| Breloque d'Obscurité Magnétique | Breloque d'Obscurité Magnétique | 
| Breuvage Skaven | Breuvage Skaven | 
| Wizarding hat 
                  The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
                 | Wizarding hat 
              The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
             | 
| Condensateur d'Énergie magique | Condensateur d'Énergie magique | 
| Crown of command 
                  The bearer of the Crown of Command has the Stubborn special rule.
                 | Crown of command 
              The bearer of the Crown of Command has the Stubborn special rule.
             | 
| Dawnstone 
                  The bearer re-rolls failed armour saves.
                 | Dawnstone 
              The bearer re-rolls failed armour saves.
             | 
| Dispell scroll 
                  One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
                 | Dispell scroll 
              One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
             | 
| Dragonbane Gem 
                  The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
                 | Dragonbane Gem 
              The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
             | 
| Dragonhelm 
                  The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
                 | Dragonhelm 
              The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
             | 
| Electro-Fouet | Electro-Fouet | 
| Sword of Battle 
                  The wielder has +1 Attack.
                 | Sword of Battle 
              The wielder has +1 Attack.
             | 
| Sword of Striking 
                  Attacks made with the Sword of Striking receive a +1 bonus to hit.
                 | Sword of Striking 
              Attacks made with the Sword of Striking receive a +1 bonus to hit.
             | 
| Sword of Might 
                  Close combat attacks made with this sword are resolved at +1 Strength.
                 | Sword of Might 
              Close combat attacks made with this sword are resolved at +1 Strength.
             | 
| Sword of Swift Slaying 
                  The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
                 | Sword of Swift Slaying 
              The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
             | 
| Sword of Strife 
                  This wielder of the Sword of Strife has +2 Attacks.
                 | Sword of Strife 
              This wielder of the Sword of Strife has +2 Attacks.
             | 
| Tormentor sword 
                  A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
                 | Tormentor sword 
              A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
             | 
| Relic sword 
                  Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
                 | Relic sword 
              Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
             | 
| Sword of Bloodshed 
                  The wielder has +3 Attacks.
                 | Sword of Bloodshed 
              The wielder has +3 Attacks.
             | 
| Sword of Anti-Hereos 
                  The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
                 | Sword of Anti-Hereos 
              The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
             | 
| Spellthieving Sword 
                  A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
                 | Spellthieving Sword 
              A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
             | 
| Étoiles de Jet en Malepierre | Étoiles de Jet en Malepierre | 
| Featherfoe Torc 
                  Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
                 | Featherfoe Torc 
              Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
             | 
| Feedback scroll 
                  One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
                 | Feedback scroll 
              One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
             | 
| Fencer's Blades 
                  Paired weapons. The bearer has Weapon Skill 10.
                 | Fencer's Blades 
              Paired weapons. The bearer has Weapon Skill 10.
             | 
| Flûte de Tâches-Noires | Flûte de Tâches-Noires | 
| Fozzrik’s Folding Fortress 
                  After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                 | Fozzrik’s Folding Fortress 
              After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
             | 
| Fragment de Malepierre | Fragment de Malepierre | 
| Fumigènes | Fumigènes | 
| Fusée Funeste | Fusée Funeste | 
| Giant Blade 
                  Close combat attacks made with this sword are resolved at +3 Strength.
                 | Giant Blade 
              Close combat attacks made with this sword are resolved at +3 Strength.
             | 
| Gold Sigil Sword 
                  Attacks from the Gold Sigil Sword are made at Initiative 10.
                 | Gold Sigil Sword 
              Attacks from the Gold Sigil Sword are made at Initiative 10.
             | 
| Seed of Rebirth 
                  The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
                 | Seed of Rebirth 
              The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
             | 
| Healing Potion 
                  One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
                 | Healing Potion 
              One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
             | 
| Helm of Discord 
                  The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
                 | Helm of Discord 
              The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
             | 
| Trickster's Helm 
                  The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
                 | Trickster's Helm 
              The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
             | 
| Ironcurse Icon 
                  The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                 | Ironcurse Icon 
              The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
             | 
| The other trickster's shard 
                  Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                 | The other trickster's shard 
              Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
             | 
| Obsidian Blade 
                  Armour saves cannot be taken against wounds caused by the Obsidian Blade.
                 | Obsidian Blade 
              Armour saves cannot be taken against wounds caused by the Obsidian Blade.
             | 
| Lame de Corruption | Lame de Corruption | 
| Lame de Malepierre | Lame de Malepierre | 
| Lame Fatale | Lame Fatale | 
| Shrieking blade 
                  The bearer causes Fear.
                 | Shrieking blade 
              The bearer causes Fear.
             | 
| Lame Nurglitch | Lame Nurglitch | 
| Ogre Blade 
                  Close combat attacks made with this sword are resolved at +2 Strength.
                 | Ogre Blade 
              Close combat attacks made with this sword are resolved at +2 Strength.
             | 
| Lame Suintante | Lame Suintante | 
| Le Fléau des Nains | Le Fléau des Nains | 
| Luckstone 
                  One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                 | Luckstone 
              One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
             | 
| Warrior bane 
                  A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
                 | Warrior bane 
              A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
             | 
| The Terrifying mask of EEE! 
                  The wearer of this mask causes Terror. However, other models can never use his Leadership.
                 | The Terrifying mask of EEE! 
              The wearer of this mask causes Terror. However, other models can never use his Leadership.
             | 
| Mousquet à Malepierre | Mousquet à Malepierre | 
| Obsidian Lodestone 
                  The Obsidian Lodestone grants Magic Resistance (3).
                 | Obsidian Lodestone 
              The Obsidian Lodestone grants Magic Resistance (3).
             | 
| Orbe d'Airain | Orbe d'Airain | 
| Power scroll 
                  One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
                 | Power scroll 
              One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
             | 
| Scroll of shielding 
                  One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
                 | Scroll of shielding 
              One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
             | 
| Parchemin de Tempête | Parchemin de Tempête | 
| Parchemin Impie | Parchemin Impie | 
| Sivejir's hex scroll 
                  One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
                 | Sivejir's hex scroll 
              One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
             | 
| Scroll of Leeching 
                  One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
                 | Scroll of Leeching 
              One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
             | 
| Pigeon plucker pendant 
                  This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
                 | Pigeon plucker pendant 
              This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
             | 
| Pendentif Macabre | Pendentif Macabre | 
| Power stone 
                  One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
                 | Power stone 
              One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
             | 
| Pierre de Vision | Pierre de Vision | 
| Pique à Bétail | Pique à Bétail | 
| Pistolet à Malepierre | Pistolet à Malepierre | 
| Potion of Toughness 
                  One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
                 | Potion of Toughness 
              One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
             | 
| Potion of Foolhardiness 
                  One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
                 | Potion of Foolhardiness 
              One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
             | 
| Potion of Speed 
                  One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
                 | Potion of Speed 
              One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
             | 
| Potion of Strength 
                  One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
                 | Potion of Strength 
              One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
             | 
| Présage de Malédiction Vermineuse | Présage de Malédiction Vermineuse | 
| Ratweiller | Ratweiller | 
| Sceptre of stability 
                  One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
                 | Sceptre of stability 
              One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
             | 
| Skataplasme | Skataplasme | 
| Spère de Mort | Spère de Mort | 
| Talisman of Endurance 
                  The Talisman of Endurance grants the bearer a 5+ ward save.
                 | Talisman of Endurance 
              The Talisman of Endurance grants the bearer a 5+ ward save.
             | 
| Talisman of Preservation 
                  The Talisman of Preservation grants the bearer a 4+ ward save.
                 | Talisman of Preservation 
              The Talisman of Preservation grants the bearer a 4+ ward save.
             | 
| Talisman of Protection 
                  The Talisman of Protection grants the bearer a 6+ ward save.
                 | Talisman of Protection 
              The Talisman of Protection grants the bearer a 6+ ward save.
             | 
| Talisman en Peau de Rival | Talisman en Peau de Rival | 
| DE | EN | 
|---|---|
| Banner of Eternal Flame 
                  Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
                 | Banner of Eternal Flame 
              Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
             | 
| Banner of Swiftness 
                  Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
                 | Banner of Swiftness 
              Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
             | 
| Bannière d'Orage | Bannière d'Orage | 
| War banner 
                  A unit with this banner adds +1 to its combat result.
                 | War banner 
              A unit with this banner adds +1 to its combat result.
             | 
| Bannière de l'Empire Souterrain | Bannière de l'Empire Souterrain | 
| Bannière de Supériorité des Clans | Bannière de Supériorité des Clans | 
| Rampager's standard 
                  A unit with this Magic Standard can re-roll its charge distance dice.
                 | Rampager's standard 
              A unit with this Magic Standard can re-roll its charge distance dice.
             | 
| Bannière en Peau de Nain | Bannière en Peau de Nain | 
| Scarecrow Banner 
                  A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
                 | Scarecrow Banner 
              A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
             | 
| Wailing banner 
                  A unit with this banner causes Terror in its enemies.
                 | Wailing banner 
              A unit with this banner causes Terror in its enemies.
             | 
| Bannière Pestilentielle (Clan Pestilens) | Bannière Pestilentielle (Clan Pestilens) | 
| Standard of Discipline 
                  Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
                 | Standard of Discipline 
              Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
             | 
| Etendard de Vivacité Vermineuse | Etendard de Vivacité Vermineuse | 
| Ranger’s Standard 
                  A unit with the Ranger’s Standard has the Strider special rule.
                 | Ranger’s Standard 
              A unit with the Ranger’s Standard has the Strider special rule.
             | 
| Lichebone Pennant 
                  Models in a unit with the Lichebone Pennant have Magic Resistance (1).
                 | Lichebone Pennant 
              Models in a unit with the Lichebone Pennant have Magic Resistance (1).
             | 
| Etendard Sacré du Rat Cornu | Etendard Sacré du Rat Cornu | 
| Razor Standard 
                  Models in a unit with the Razor Standard have the Armour Piercing special rule.
                 | Razor Standard 
              Models in a unit with the Razor Standard have the Armour Piercing special rule.
             | 
| Gleaming Pennant 
                  One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
                 | Gleaming Pennant 
              One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
             | 
| Suaire de Mort Suintante | Suaire de Mort Suintante |