Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Acorns of The Ages
          
           | 
              
                Glands des Âges
                
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                Acorns of The Ages
                
                 | 
              
                Acorns of The Ages
                
                 | 
              
                Acorns of The Ages
                
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                Acorns of The Ages
                
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                Acorns of The Ages
                
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                Acorns of The Ages
                
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| 
          Obsidian Amulet
          
           
              The Obsidian Amulet grants the bearer Magic Resistance (2).
             
           | 
              
                Amulette d'obsidienne
                
                 
                    The Obsidian Amulet grants the bearer Magic Resistance (2).
                   
                 | 
              
                Obsidian Amulet
                
                 
                    The Obsidian Amulet grants the bearer Magic Resistance (2).
                   
                 | 
              
                Obsidian Amulet
                
                 
                    The Obsidian Amulet grants the bearer Magic Resistance (2).
                   
                 | 
              
                Obsidian Amulet
                
                 
                    The Obsidian Amulet grants the bearer Magic Resistance (2).
                   
                 | 
              
                Obsidian Amulet
                
                 
                    The Obsidian Amulet grants the bearer Magic Resistance (2).
                   
                 | 
              
                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.
             
           | 
              
                Amulette d'opale
                
                 
                    One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
                   
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                Opal amulet
                
                 
                    One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Opal amulet
                
                 
                    One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
                   
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| 
          Ruby ring of Ruin
          
           
              Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
             
           | 
              
                Anneau rubis de ruine
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Ruby ring of Ruin
                
                 
                    Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
                   
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| 
          Arabyan carpet
          
           
              Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
             
           | 
              
                Tapis d'arabie
                
                 
                    Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Armour of Destiny
          
           
              Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
             
           | 
              
                Armure du destin
                
                 
                    Armure lourde. Confère une sauvegarde invulnérable de 4+.
                   
                 | 
              
                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 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 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.
             
           | 
              
                Armure de bonne étoile
                
                 
                    Armure lourde. Confère une sauvegarde invulnérable de 5+.
                   
                 | 
              
                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 Fortune
                
                 
                    Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
                   
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                Armour of Fortune
                
                 
                    Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
                   
                 | 
              
                Armour of Fortune
                
                 
                    Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
                   
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                Armour of Fortune
                
                 
                    Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
                   
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| 
          Armour of Silvered Steel
          
           
              The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
             
           | 
              
                Armure de fer argent
                
                 
                    Confère une sauvegarde d'armure de 2+ ne pouvant être améliorer d'aucune manière.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Gambler's armour
          
           
              Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
             
           | 
              
                Armure du bienheureux
                
                 
                    Armure lourde. Confère une sauvegarde invulnérable à +6.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Glittering scales
          
           
              Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
             
           | 
              
                Armure resplandissante
                
                 
                    Armure légère. Inflige un malus de -1 à l'ennemi pour toucher au corps à corps.
                   
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                Glittering scales
                
                 
                    Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Glittering scales
                
                 
                    Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
                   
                 | 
      
| 
          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.
             
           | 
              
                Badine du trompeur
                
                 
                    One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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).
             
           | 
              
                Bague d'obsidienne
                
                 
                    The Obsidian Trinket grants Magic Resistance (1).
                   
                 | 
              
                Obsidian Trinket
                
                 
                    The Obsidian Trinket grants Magic Resistance (1).
                   
                 | 
              
                Obsidian Trinket
                
                 
                    The Obsidian Trinket grants Magic Resistance (1).
                   
                 | 
              
                Obsidian Trinket
                
                 
                    The Obsidian Trinket grants Magic Resistance (1).
                   
                 | 
              
                Obsidian Trinket
                
                 
                    The Obsidian Trinket grants Magic Resistance (1).
                   
                 | 
              
                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).
             
           | 
              
                Baguette de Jais
                
                 
                    One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                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.
             
           | 
              
                Baguette tellurique
                
                 
                    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.
                   
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                Earthing rod
                
                 
                    One use only. If the wizard rolls on the miscast table he can re-roll the result.
                   
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                Earthing rod
                
                 
                    One use only. If the wizard rolls on the miscast table he can re-roll the result.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Bâton cataliseur
                
                 
                    The Wizard adds +1 to all of his channeling attempts.
                   
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                Channeling staff
                
                 
                    The Wizard adds +1 to all of his channeling attempts.
                   
                 | 
              
                Channeling staff
                
                 
                    The Wizard adds +1 to all of his channeling attempts.
                   
                 | 
              
                Channeling staff
                
                 
                    The Wizard adds +1 to all of his channeling attempts.
                   
                 | 
              
                Channeling staff
                
                 
                    The Wizard adds +1 to all of his channeling attempts.
                   
                 | 
              
                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.
             
           | 
              
                Bâton de sorcellerie
                
                 
                    The bearer receives a +1 bonus on attempts to dispel.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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).
             
           | 
              
                Bâton interdit
                
                 
                    One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                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.
             
           | 
              
                Epée Berserk
                
                 
                    Le porteur est frénétique et ne perd jamais cette frénésie.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Biting Blade
          
           
              Close combat attacks made by the Biting Blade are Armour Piercing.
             
           | 
              
                Lame de morsure
                
                 
                    Les Attaques au corps à corps effectuées avec cette épée sont perforantes.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Book of Ashur
          
           
              The bearer receives a +1 bonus on attempts to cast and dispel.
             
           | 
              
                Livre d'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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Book of Ashur
                
                 
                    The bearer receives a +1 bonus on attempts to cast and dispel.
                   
                 | 
      
| 
          Spellshield
          
           
              Shield. The bearer gains Magic Resistance (1).
             
           | 
              
                Bouclier arcanique
                
                 
                    Bouclier. Confère une résistance à la magie de 1.
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
              
                Spellshield
                
                 
                    Shield. The bearer gains Magic Resistance (1).
                   
                 | 
      
| 
          Shield of Ptolos
          
           
              Shield. The bearer has a 1+ armour save against shooting attacks.
             
           | 
              
                Bouclier de Ptolos
                
                 
                    Bouclier. La sauvegarde du porteur est de 1+ contre les tirs.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Bouclier enchanté
                
                 
                    Bouclier. La sauvegarde d'armure du porteur est améliore de deux points.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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+.
             
           | 
              
                Bouclier ensorcelé
                
                 
                    Bouclier. Une seule utilisation. Sur un 2+, la première touche subit par le porteur est annulée.
                   
                 | 
              
                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+.
                   
                 | 
              
                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+.
                   
                 | 
              
                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+.
                   
                 | 
      
| 
          Calaingor's Stave
          
           | 
              
                Thyrse de Calaingor
                
                 | 
              
                Calaingor's Stave
                
                 | 
              
                Calaingor's Stave
                
                 | 
              
                Calaingor's Stave
                
                 | 
              
                Calaingor's Stave
                
                 | 
              
                Calaingor's Stave
                
                 | 
              
                Calaingor's Stave
                
                 | 
      
| 
          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.
             
           | 
              
                Chapeau de sorcier
                
                 
                    The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Crown of command
          
           
              The bearer of the Crown of Command has the Stubborn special rule.
             
           | 
              
                Couronne de commandement
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Crown of command
                
                 
                    The bearer of the Crown of Command has the Stubborn special rule.
                   
                 | 
      
| 
          Daith’s Reaper
          
           
              All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
             
           | 
              
                La Faucheuse de Daith
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
              
                Daith’s Reaper
                
                 
                    All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.
                   
                 | 
      
| 
          Dawnstone
          
           
              The bearer re-rolls failed armour saves.
             
           | 
              
                Pierre de l'aube
                
                 
                    The bearer re-rolls failed armour saves.
                   
                 | 
              
                Dawnstone
                
                 
                    The bearer re-rolls failed armour saves.
                   
                 | 
              
                Dawnstone
                
                 
                    The bearer re-rolls failed armour saves.
                   
                 | 
              
                Dawnstone
                
                 
                    The bearer re-rolls failed armour saves.
                   
                 | 
              
                Dawnstone
                
                 
                    The bearer re-rolls failed armour saves.
                   
                 | 
              
                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.
             
           | 
              
                Parchemin de dissipation
                
                 
                    One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Gemme de dracocide
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Heaume du dragon
                
                 
                    La sauvegarde 'armure du porteur est amélioré de 1 point. Confère une sauvegarde invulnérable à 2+ contre les attaques enflammées.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Sword of Battle
          
           
              The wielder has +1 Attack.
             
           | 
              
                Epée de bataille
                
                 
                    Le porteur a +1 Attaque.
                   
                 | 
              
                Sword of Battle
                
                 
                    The wielder has +1 Attack.
                   
                 | 
              
                Sword of Battle
                
                 
                    The wielder has +1 Attack.
                   
                 | 
              
                Sword of Battle
                
                 
                    The wielder has +1 Attack.
                   
                 | 
              
                Sword of Battle
                
                 
                    The wielder has +1 Attack.
                   
                 | 
              
                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.
             
           | 
              
                Epée de frappe
                
                 
                    Les Attaques au corps à corps effectuées avec cette arme bénéficient d'une bonus de +1 pour toucher.
                   
                 | 
              
                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 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 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.
             
           | 
              
                Epée de puissance
                
                 
                    Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +1 en Force.
                   
                 | 
              
                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 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 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.
             
           | 
              
                Epée de vive mort
                
                 
                    Le porteur frappe toujours en premier.
                   
                 | 
              
                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 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 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.
             
           | 
              
                Epée des guerres éternelles
                
                 
                    Le porteur a +2 Attaques.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Epée du tourmenteur
                
                 
                    Un monstre ou un personnage pendant au moins 1 PV à cause de cette arme souffre de stupidité pour le reste de la bataille.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Epée relique
                
                 
                    Les Attaques au corps à corps effectuées avec cette épée blessent toujours sur 5+, à moins qu'elles ne le fassent normalement sur un meilleur résultat.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Epée Sanglante
                
                 
                    Le Porteur a +3 Attaques.
                   
                 | 
              
                Sword of Bloodshed
                
                 
                    The wielder has +3 Attacks.
                   
                 | 
              
                Sword of Bloodshed
                
                 
                    The wielder has +3 Attacks.
                   
                 | 
              
                Sword of Bloodshed
                
                 
                    The wielder has +3 Attacks.
                   
                 | 
              
                Sword of Bloodshed
                
                 
                    The wielder has +3 Attacks.
                   
                 | 
              
                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.
             
           | 
              
                Epée tueuse de Héros
                
                 
                    Le porteur a un bonus de +1 en Force et +1 Attaque pour chaque personnage ennemi en contact avec lui ou son unité.
Ces bonus sont calculés au début de chaque round de combat et restent valables jusqu'à la fin de celui-ci.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Epée voleuse de sorts
                
                 
                    Un Sorcier perdant au moins 1 PV à cause de cette arme perd un sort (déterminé aléatoirement) par PV perdu.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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.
             
           | 
              
                Torque du fléau des plumes
                
                 
                    Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Parchemin de rebond
                
                 
                    One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Lame d'Escrimeur
                
                 
                    Paire d'armes. Le porteur a CC 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
              
                Fencer's Blades
                
                 
                    Paired weapons. The bearer has Weapon Skill 10.
                   
                 | 
      
| 
          Hail of Doom Arrow
          
           | 
              
                Flèche de Grêle de Mort
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
              
                Hail of Doom Arrow
                
                 | 
      
| 
          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.
             
           | 
              
                Forteresse pliable de Fozzrik
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
              
                Fozzrik’s Folding Fortress
                
                 
                    After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
                   
                 | 
      
| 
          Giant Blade
          
           
              Close combat attacks made with this sword are resolved at +3 Strength.
             
           | 
              
                Lame de Géant
                
                 
                    Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +3 en Force.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Lame d'or vif
                
                 
                    Les Attaques au corps à corps effectuées avec cette épée le sont avec une Initiative de 10.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Graine de renaissance
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Potion de soin
                
                 
                    One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Heaume de la discorde
                
                 
                    Améliore la sauvegarde d'armure d'un point. Au début du corps à corps, choisissez une figurine en contact socle à socle avec le porteur, elle doit effectuer un test de CD, en cas d'échec, elle ne pourra porter aucune attaque durant cette phase et sera touché automatiquement.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Heaume du trompeur
                
                 
                    Améliore la sauvegarde d'armure de 1 point. Tout jet pour blesser réussi contre le porteur doit être relancé.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Icône du fer maudit
                
                 
                    The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                   
                 | 
              
                Ironcurse Icon
                
                 
                    The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                   
                 | 
              
                Ironcurse Icon
                
                 
                    The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                   
                 | 
              
                Ironcurse Icon
                
                 
                    The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                   
                 | 
              
                Ironcurse Icon
                
                 
                    The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
                   
                 | 
              
                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 Bow Of Loren
          
           
              The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
             
           | 
              
                L'Arc de Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
              
                The Bow Of Loren
                
                 
                    The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.
                   
                 | 
      
| 
          The other trickster's shard
          
           
              Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
             
           | 
              
                L'autre badine du trompeur
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
              
                The other trickster's shard
                
                 
                    Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
                   
                 | 
      
| 
          The Spirit Sword
          
           
              Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
             
           | 
              
                L'Épée des esprits
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
              
                The Spirit Sword
                
                 
                    Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.
If the wounded model’s total is higher, or the totals are the same, nothing else happens.
If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.
                   
                 | 
      
| 
          The Helm Of The Hunt
          
           
              The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
             
           | 
              
                La Coiffe de la Chasse
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
              
                The Helm Of The Hunt
                
                 
                    The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.
                   
                 | 
      
| 
          Obsidian Blade
          
           
              Armour saves cannot be taken against wounds caused by the Obsidian Blade.
             
           | 
              
                Lame d'Obsidienne
                
                 
                    Aucune sauvegarde d'armure ne peut être tentée contre les blessures infligées avec cette arme.
                   
                 | 
              
                Obsidian Blade
                
                 
                    Armour saves cannot be taken against wounds caused by the Obsidian Blade.
                   
                 | 
              
                Obsidian Blade
                
                 
                    Armour saves cannot be taken against wounds caused by the Obsidian Blade.
                   
                 | 
              
                Obsidian Blade
                
                 
                    Armour saves cannot be taken against wounds caused by the Obsidian Blade.
                   
                 | 
              
                Obsidian Blade
                
                 
                    Armour saves cannot be taken against wounds caused by the Obsidian Blade.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Shrieking blade
          
           
              The bearer causes Fear.
             
           | 
              
                Lame Hurlante
                
                 
                    Le porteur provoque la peur.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
              
                Shrieking blade
                
                 
                    The bearer causes Fear.
                   
                 | 
      
| 
          Ogre Blade
          
           
              Close combat attacks made with this sword are resolved at +2 Strength.
             
           | 
              
                Lame Ogre
                
                 
                    Les Attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +2 en Force.
                   
                 | 
              
                Ogre Blade
                
                 
                    Close combat attacks made with this sword are resolved at +2 Strength.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Ogre Blade
                
                 
                    Close combat attacks made with this sword are resolved at +2 Strength.
                   
                 | 
      
| 
          Luckstone
          
           
              One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
             
           | 
              
                Pierre de chance
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
              
                Luckstone
                
                 
                    One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
                   
                 | 
      
| 
          Warrior bane
          
           
              A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
             
           | 
              
                Malédiction du guerrier
                
                 
                    Un monstre ou un personnage perdant au moins 1 PV à cause de cette arme perd définitivement 1 Attaque par PV perdu (jusqu'à un minimum de 1 Attaque).
                   
                 | 
              
                Warrior bane
                
                 
                    A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
                   
                 | 
              
                Warrior bane
                
                 
                    A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
                   
                 | 
              
                Warrior bane
                
                 
                    A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
                   
                 | 
              
                Warrior bane
                
                 
                    A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
                   
                 | 
              
                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.
             
           | 
              
                Masque terrifiant de AAAH!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
              
                The Terrifying mask of EEE!
                
                 
                    The wearer of this mask causes Terror. However, other models can never use his Leadership.
                   
                 | 
      
| 
          Moonstone of The Hidden Ways
          
           | 
              
                Pierre de Lune des Sentiers Cachés
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
              
                Moonstone of The Hidden Ways
                
                 | 
      
| 
          Obsidian Lodestone
          
           
              The Obsidian Lodestone grants Magic Resistance (3).
             
           | 
              
                Pierre d'obsidienne
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
              
                Obsidian Lodestone
                
                 
                    The Obsidian Lodestone grants Magic Resistance (3).
                   
                 | 
      
| 
          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.
             
           | 
              
                Parchemin de pouvoir
                
                 
                    One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Parchemin de protection
                
                 
                    One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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).
             
           | 
              
                Parchemin maudit de Sivejir
                
                 
                    One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
             
           | 
              
                Parchemin vampire
                
                 
                    One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                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.
             
           | 
              
                Pendentif en plume d'aigle
                
                 
                    This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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 pouvoir
                
                 
                    One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
      
| 
          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 d'endurance
                
                 
                    One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
                   
                 | 
              
                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 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 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 d'impétuosité
                
                 
                    One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
                   
                 | 
              
                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 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 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 de célérité
                
                 
                    One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
                   
                 | 
              
                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 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 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 de force
                
                 
                    One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          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 de stabilité
                
                 
                    One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Talisman of Endurance
          
           
              The Talisman of Endurance grants the bearer a 5+ ward save.
             
           | 
              
                Talisman d'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 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 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 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 de préservation
                
                 
                    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 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 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 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 de 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 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 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 of Protection
                
                 
                    The Talisman of Protection grants the bearer a 6+ ward save.
                   
                 | 
      
| EN | FR | DE | PL | ES | IT | ZH | RU | 
|---|---|---|---|---|---|---|---|
| 
          Banner of Eternal Flame
          
           
              Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
             
           | 
              
                Bannière de la flamme éternelle
                
                 
                    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 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 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 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.
             
           | 
              
                Bannière de rapidité
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Banner of Swiftness
                
                 
                    Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
                   
                 | 
      
| 
          War banner
          
           
              A unit with this banner adds +1 to its combat result.
             
           | 
              
                Bannière de guerre
                
                 
                    A unit with this banner adds +1 to its combat result.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          The Banner of The Eternal Queen
          
           | 
              
                Bannière de la Reine Magicienne
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
              
                The Banner of The Eternal Queen
                
                 | 
      
| 
          Rampager's standard
          
           
              A unit with this Magic Standard can re-roll its charge distance dice.
             
           | 
              
                Bannière du carnage
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Rampager's standard
                
                 
                    A unit with this Magic Standard can re-roll its charge distance dice.
                   
                 | 
      
| 
          The Banner of The Hunter King
          
           | 
              
                Bannière du Roi Chasseur
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
              
                The Banner of The Hunter King
                
                 | 
      
| 
          Scarecrow Banner
          
           
              A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
             
           | 
              
                Bannière épouvantail
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Bannière Hurlante
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
              
                Wailing banner
                
                 
                    A unit with this banner causes Terror in its enemies.
                   
                 | 
      
| 
          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 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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
      
| 
          Ranger’s Standard
          
           
              A unit with the Ranger’s Standard has the Strider special rule.
             
           | 
              
                Etendard du ranger
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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).
             
           | 
              
                Etendard en os de liche
                
                 
                    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).
                   
                 | 
              
                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).
                   
                 | 
              
                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).
                   
                 | 
              
                Lichebone Pennant
                
                 
                    Models in a unit with the Lichebone Pennant have Magic Resistance (1).
                   
                 | 
      
| 
          Razor Standard
          
           
              Models in a unit with the Razor Standard have the Armour Piercing special rule.
             
           | 
              
                Etendard tranchant
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
             
           | 
              
                Oriflamme de lumière
                
                 
                    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.
                   
                 | 
              
                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.
                   
                 | 
              
                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.
                   
                 | 
              
                Gleaming Pennant
                
                 
                    One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
                   
                 |