 
Correspondance des traductions avec la VO
| FR | EN | 
|---|---|
| Amulette d'obsidienne 
                  The Obsidian Amulet grants the bearer Magic Resistance (2).
                 | Obsidian Amulet 
              The Obsidian Amulet grants the bearer Magic Resistance (2).
             | 
| 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.
                 | 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.
             | 
| 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.
             | 
| 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.
             | 
| Arme Caudale | Arme Caudale | 
| Arme de Technomage | Arme de Technomage | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| Armure d'Éclats de Malepierre | Armure d'Éclats de Malepierre | 
| 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.
             | 
| Armure du bord du Monde | Armure du bord du Monde | 
| Armure resplandissante 
                  Armure légère. Inflige un malus de -1 à l'ennemi pour toucher au corps à corps.
                 | Glittering scales 
              Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
             | 
| Attaque Empoisonnées | Attaque Empoisonnées | 
| 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.
             | 
| Bague d'obsidienne 
                  The Obsidian Trinket grants Magic Resistance (1).
                 | Obsidian Trinket 
              The Obsidian Trinket grants Magic Resistance (1).
             | 
| 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).
             | 
| 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.
             | 
| Bâton cataliseur 
                  The Wizard adds +1 to all of his channeling attempts.
                 | Channeling staff 
              The Wizard adds +1 to all of his channeling attempts.
             | 
| 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.
             | 
| 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).
             | 
| 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.
             | 
| Besicles de Technomage | Besicles de Technomage | 
| 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.
             | 
| Bombe Infernale | Bombe Infernale | 
| 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.
             | 
| Bouclier arcanique 
                  Bouclier. Confère une résistance à la magie de 1.
                 | Spellshield 
              Shield. The bearer gains Magic Resistance (1).
             | 
| Bouclier de Distraction | Bouclier de Distraction | 
| 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.
             | 
| 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.
             | 
| 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+.
             | 
| Breloque d'Obscurité Magnétique | Breloque d'Obscurité Magnétique | 
| Breuvage Skaven | Breuvage Skaven | 
| 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.
             | 
| Condensateur d'Énergie magique | Condensateur d'Énergie magique | 
| 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.
             | 
| Pierre de l'aube 
                  The bearer re-rolls failed armour saves.
                 | Dawnstone 
              The bearer re-rolls failed armour saves.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| Electro-Fouet | Electro-Fouet | 
| Epée de bataille 
                  Le porteur a +1 Attaque.
                 | Sword of Battle 
              The wielder has +1 Attack.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| Epée des guerres éternelles 
                  Le porteur a +2 Attaques.
                 | Sword of Strife 
              This wielder of the Sword of Strife has +2 Attacks.
             | 
| 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.
             | 
| 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.
             | 
| Epée Sanglante 
                  Le Porteur a +3 Attaques.
                 | Sword of Bloodshed 
              The wielder has +3 Attacks.
             | 
| 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.
             | 
| 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.
             | 
| Étoiles de Jet en Malepierre | Étoiles de Jet en Malepierre | 
| 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.
             | 
| 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.
             | 
| Lame d'Escrimeur 
                  Paire d'armes. Le porteur a CC 10.
                 | Fencer's Blades 
              Paired weapons. The bearer has Weapon Skill 10.
             | 
| Flûte de Tâches-Noires | Flûte de Tâches-Noires | 
| 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.
             | 
| Fragment de Malepierre | Fragment de Malepierre | 
| Fumigènes | Fumigènes | 
| Fusée Funeste | Fusée Funeste | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| 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.
             | 
| Lame de Corruption | Lame de Corruption | 
| Lame de Malepierre | Lame de Malepierre | 
| Lame Fatale | Lame Fatale | 
| Lame Hurlante 
                  Le porteur provoque la peur.
                 | Shrieking blade 
              The bearer causes Fear.
             | 
| Lame Nurglitch | Lame Nurglitch | 
| 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.
             | 
| Lame Suintante | Lame Suintante | 
| Le Fléau des Nains | Le Fléau des Nains | 
| 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.
             | 
| 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).
             | 
| 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.
             | 
| Mousquet à Malepierre | Mousquet à Malepierre | 
| Pierre d'obsidienne 
                  The Obsidian Lodestone grants Magic Resistance (3).
                 | Obsidian Lodestone 
              The Obsidian Lodestone grants Magic Resistance (3).
             | 
| Orbe d'Airain | Orbe d'Airain | 
| 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.
             | 
| 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.
             | 
| Parchemin de Tempête | Parchemin de Tempête | 
| Parchemin Impie | Parchemin Impie | 
| 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).
             | 
| 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).
             | 
| 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.
             | 
| Pendentif Macabre | Pendentif Macabre | 
| 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).
             | 
| Pierre de Vision | Pierre de Vision | 
| Pique à Bétail | Pique à Bétail | 
| Pistolet à Malepierre | Pistolet à Malepierre | 
| 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 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 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 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.
             | 
| Présage de Malédiction Vermineuse | Présage de Malédiction Vermineuse | 
| Ratweiller | Ratweiller | 
| 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.
             | 
| Skataplasme | Skataplasme | 
| Spère de Mort | Spère de Mort | 
| 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 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 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 en Peau de Rival | Talisman en Peau de Rival | 
| FR | EN | 
|---|---|
| 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.
             | 
| 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.
             | 
| Bannière d'Orage | Bannière d'Orage | 
| 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.
             | 
| Bannière de l'Empire Souterrain | Bannière de l'Empire Souterrain | 
| Bannière de Supériorité des Clans | Bannière de Supériorité des Clans | 
| 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.
             | 
| Bannière en Peau de Nain | Bannière en Peau de Nain | 
| 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.
             | 
| Bannière Hurlante 
                  A unit with this banner causes Terror in its enemies.
                 | Wailing banner 
              A unit with this banner causes Terror in its enemies.
             | 
| Bannière Pestilentielle (Clan Pestilens) | Bannière Pestilentielle (Clan Pestilens) | 
| 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.
             | 
| Etendard de Vivacité Vermineuse | Etendard de Vivacité Vermineuse | 
| 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.
             | 
| 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).
             | 
| Etendard Sacré du Rat Cornu | Etendard Sacré du Rat Cornu | 
| 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.
             | 
| 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.
             | 
| Suaire de Mort Suintante | Suaire de Mort Suintante |