Royaume d'Équitaine

Royaume d'Équitaine (Last)

Arme Magiques

Giant Sword (Lords)

max 1 per Army

Giant Sword (Heroes)

max 1 per Army

Skull Splitter

max 1 per Army

Blade of Strife

max 1 per Army

Ogre Sword

max 1 per Army

Obsidian Sword

max 1 per Army

Fencer's Swords - models on foot only

max 1 per Army

Axe of Battle

max 1 per Army

King Slayer

max 1 per Army

Beast-Bane Halberd

max 1 per Army

Sword of Haste

max 1 per Army

Fleshrender

max 1 per Army

Blessed Sword

max 1 per Army

Sword of Strength

max 1 per Army

Sword of Skill

max 1 per Army

Flaming Lance

max 1 per Army

Screaming Swords

max 1 per Army

Razor Blade

max 1 per Army

Spear of Gagnir

max 1 per Army

Burning Blade of Chaos

max 1 per Army

Leeching Blade - Gnarled Soothsayer and Soothsayer only

max 1 per Army

The Impaler

max 1 per Army

Eternal Sword (Lord)

max 1 per Army

Eternal Sword (Heroe)

max 1 per Army

Mortal Blade (Lord)

max 1 per Army

Mortal Blade (Heroes)

max 1 per Army

Dissolving Touch (Lord)

max 1 per Army

Dissolving Touch (Heroe)

max 1 per Army

Lash of Lust - Mark of Lust only (Lord)

max 1 per Army

Lash of Lust - Mark of Lust only (Heroes)

max 1 per Army

Headsman’s Axe - Infantry only (Lord)

max 1 per Army

Headsman’s Axe - Infantry only (Heroe)

max 1 per Army

Beastmaster’s Lash (Lord)

max 1 per Army

Rune of Fury

max 1 per Army

Rune of Might

max 1 per Army

Rune of Precision

max 1 per Army

Rune of Quickening

max 1 per Army

Rune of Craftsmanship (Lord)

max 1 per Army

Rune of Penetrating (Lord)

max 1 per Army

Rune of Smashing (Lord)

max 1 per Army

Rune of Destruction (Lord)

max 1 per Army

Rune of Fire

max 1 per Army

The Sonnstahl

max 1 per Army

Hammer of Witches

max 1 per Army

Star Mace

max 1 per Army

Great Bow of Elu

max 1 per Army

Onyx Hammer - Lord

max 1 per Army

Blade of Burning Steel

max 1 per Army

Dragon Lance (Heroes)

max 1 per Army

Mace of Tristan (Lord)

max 1 per Army

Khagadai’s Maul

max 1 per Army

Heart-Ripper

max 1 per Army

Axe-Breaker Gauntlet

max 1 per Army

Axe of the Aporcalypse (Lord)

max 1 per Army

Axe of the Aporcalypse (Heroes)

max 1 per Army

Backstabbing Dirks

max 1 per Army

Sword of the Dawn Ages (Lord)

max 1 per Army

Sword of the Dawn Ages (Heroe)

max 1 per Army

Spear of the Stampede

max 1 per Army

Serpent Bow

max 1 per Army

Bow of Wyscan

max 1 per Army

Sacred Spear of Cadaron (Heroes)

max 1 per Army

Whirlwind Blade - Models on foot only (Lord)

max 1 per Army

Whirlwind Blade - Models on foot only (Heroe)

max 1 per Army

The Doom Blade - Infantry only

max 1 per Army

The Doom Blade Infantry only

max 1 per Army

Vanquisher Eternal - Model on foot only

max 1 per Army

Scourge of Kings

max 1 per Army

Blade of Red Thirst - Vampires only

max 1 per Army

Bow of Nepharet

max 1 per Army

Onyx Hammer - Heroes

max 1 per Army

Hero’s Sword (Heroes) - Characters only

max 1 per Army

Maza's Zappin Bow

max 1 per Army

Hero’s Sword (Lord) - Characters only

max 1 per Army

Dragon Lance (Lord)

max 1 per Army

Mace of Tristan (Heroes)

max 1 per Army

Sacred Spear of Cadaron (Lord)

max 1 per Army

Beastmaster’s Lash (Heroes)

max 1 per Army

Spear of the Blazing Dawn (Lord)

max 1 per Army

Spear of the Blazing Dawn (Heroe)

max 1 per Army

Rune of Craftsmanship (Heroe)

max 1 per Army

Rune of Penetrating (Heroe)

max 1 per Army

Rune of Smashing (Heroe)

max 1 per Army

Rune of Destruction (Heroe)

max 1 per Army

Aether Wand (Lord)

max 1 per Army

Aether Wand (Heroe)

max 1 per Army

Heart Seeker (Lord)

max 1 per Army

Heart Seeker (Heroe)

max 1 per Army

Blade of Grief

max 1 per Army

Trident of Torment

max 1 per Army

Eye of the Storm

max 1 per Army

Blade of the Swarm (Lord)

max 1 per Army

Blade of the Swarm (Heroe)

max 1 per Army

The Impaler

max 1 per Army

Only Characters without Ambush. Type: Hand Weapon. Attacks with this weapon gain +2 Strength in the Round of Combat directly after the wielder has charged into combat. This modifier is only applied to attacks directed against the charged enemies. The weapon can be shot using the rules for a Bolt Thrower Artillery Weapon: Range 18", Strength 3[6] , Armour Piercing (6), [Multiple Wounds (D3)] . Shots from the weapon never suffer negative to-hit modifiers.

Leeching Blade

max 1 per Army

Type: Hand Weapon. Before the wielder rolls a Panic Test (note, not before re-rolling it) it may choose to immediately lose 1 Wound. If so, the Panic Test is automatically passed.

Headsman's Axe

max 1 per Army

Type: Great Weapon. Attacks with this weapon gain +3 Strength (instead of +2) and Multiple Wounds (2).

Beastmaster's Lash

max 1 per Army

Type: Hand Weapon. The wielder gains +1 Attack when using this weapon. Attacks made with this weapon are always performed at Strength 5 (regardless of modifiers). A model with Towering Presence that is hit by this weapon loses Stomp (if it had it) until the end of the Phase.

The Sonnstahl

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon wound automatically and have Armour Piercing (6).

Hammer of Witches

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain Lightning Reflexes and +1 Strength.

Star Mace

max 1 per Army

Type: Great Weapon. The wielder gains Crush Attack when wielding this weapon.

Great Bow of Elu

max 1 per Army

Type: Longbow. Strength: As user +1, Multiple Shots (3), Armour Piercing (1).

Spear of the Blazing Dawn

max 1 per Army

Type: Spear. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1 (regardless of modifiers). If the Strength would be higher without this rule, ignore it.
When attacking a Monster or Ridden Monster, any successful rolls to-hit with this weapon will cause two hits instead of one.

Onyx Hammer

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain +2 Strength. Attacks with this weapon have Multiple Wounds (D3) against models which are Flammable.

Blade of Burning Steel

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
One use only: May be activated at the start of any Round of Combat. For the duration of the phase, attacks made with this weapon gain Metalshifting.

Mace of Tristan

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.

Dragon Lance

max 1 per Army

Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.

Khagadai’s Maul

max 1 per Army

Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (D3).

Heart-Ripper

max 1 per Army

Type: Iron Fist. Attacks made with this weapon will always hit on a 3+ or better in Close Combat regardless of any negative to-hit modifiers or Parry, and gain Lethal Strike and Armour Piercing (1).

Axe-Breaker Gauntlet

max 1 per Army

Type: Iron Fist. If the wielder scores one or more hits in a single Round of Combat using this weapon against an enemy model with a Magical Weapon, roll a D6 before rolling to wound: On a roll of 3+, all Magical Weapons wielded by this enemy model are reverted to its mundane type for the rest of the game.

Axe of the Aporcalypse

max 1 per Army

Type: Hand Weapon. The wielder gains +D3 Strength and +D3 Attacks when using this weapon. These modifiers are rolled for, and in effect, at the Initiative step when the Character attacks with the weapon.

Maza's Zappin Bow

max 1 per Army

Type: Bow. Range 24", Strength 3, Multiple Shots (3), Lightning Attacks. The wielder’s unit gains Quick to Fire.

Backstabbing Dirk

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1). If the wielder is attacking an enemy unit in their flank or rear, attacks made with this weapon gain +2 Strength.

Sword of the Dawn Ages

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain +1 Strength and Multiple Wounds (2).

Spear of the Stampede

max 1 per Army

Type: Lance. The wielder’s mount gains Impact Hits (+D6).

Serpent Bow

max 1 per Army

Type: Bow. ​The wielder may elect to replace its normal Shooting Attack and instead use the rules for Bolt Thrower Artillery Weapons with the following profile: Range 18", Strength 3[6], Armour Piercing (6), [Multiple Wounds (D3)].

Bow of Wyscan

max 1 per Army

Type: Longbow. The bearer may choose to replace its normal Shooting Attack with Multiple Shots (2D6), Strength 1, Poisoned Attacks. This special Shooting Attack cannot be combined with Fey Arrows.

Sacred Spear of Cadaron

max 1 per Army

Type: Spear. Attacks made with this weapon gain +1 Strength. If the bearer causes at least one unsaved wound with this weapon, the bearer and all R&F models in the bearer's unit gain Distracting until the end of the Close Combat Phase.

Whirlwind Blade

max 1 per Army

- models on foot only
Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (2).

Vanquisher Eternal

max 1 per Army

Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks:
Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used.
Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3).
Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).

Scourge of Kings

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.

The Doom Blade

max 1 per Army

Type: Hand Weapon. Attacks made with this weapon gain Strength 10, Multiple Wounds (D6) and Divine Attacks. At the end of each friendly Player Turn, the wielder suffers 1 hit with Toxic Attacks (which counts as a Close Combat Attack). A Character with this weapon doesn’t have to be the army General even if he is the model with the highest Leadership.

Eye of the Storm

max 1 per Army

Type: Halberd. When the bearer casts Hand of Heaven from Thaumaturgy, add +2 hits to the Target of the spell.

Blade of the Swarm

max 1 per Army

Type: Hand Weapon. If the wielder’s unit has more Full Ranks than each of the enemy units Engaged in the same Combat, the wielder gains +3 Attacks when using this weapon.

Blade of Red Thirst

max 1 per Army

- Midnight Aristocracy only
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Vampiric (3+), and makes a Vampiric roll for each unsaved wound caused by this weapon (instead of just one). Instead of following normal rules for successful Vampiric Rolls, each successful roll can be used to either Recover 1 wound to wielder, or Raise 1 Wound in Wielder’s unit. Wielder’s model can never Recover more than 1 Wound per phase with this.

Burning Blade of Chaos

max 1 per Army

Type: Hand Weapon.
Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.

Spear of Gagnir

max 1 per Army

Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.

Épée de Géant

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont +3 en Force.

Épée Ogre

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont +2 en Force.

La Pioche de Jack

max 1 per Army

Ne peut pas être pris par une figurine avec la règle Présence Imposante.
Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Contre les figurines avec la règle Présence Imposante, elles gagnent aussi la règle Blessures Multiples (2), et comptent comme ayant une Force égale à l’Endurance de leur cible pour le jet pour blesser. Ignorez tout autre modificateur de Force que celui fourni par cette arme quand la cible est une figurine avec la règle Présence Imposante. Notez que le bonus de +1 en Force s’applique après avoir égalé la Force avec l’Endurance de la cible.

Trancheuse de Crâne

max 1 per Army

Type : Arme de Tir. Portée 24″, Force 4, Perforant (1), Tirs Multiples (4). Les Attaques de Tir réalisées avec cette arme ignorent la Capacité de Tir et les modificateurs pour toucher, et touchent à la place toujours sur 4+.

Hache de Bataille

max 1 per Army

Type : Arme de Base. Le porteur a 6 Attaques quand il utilise cette arme mais ne peut jamais blesser sur un meilleur résultat que 3+.

Hallebarde Fléau-des-Bêtes

max 1 per Army

Type : Hallebarde. Les attaques portées avec cette arme ont toujours Force 5 (quels que soient les modificateurs) et la règle Blessures Multiples (2, Char, Infanterie Monstrueuse, Bête Monstrueuse, Cavalerie Monstrueuse, Monstre, Monstre Monté).

Épée Sacrée

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont la règle Attaques Divines et leurs jets pour blesser ratés peuvent être relancés.

L’Arracheur de Chair

max 1 per Army

Type : Arme Lourde. Les attaques portées avec cette arme ont la règle Perforant (1).

Tueuse de Rois

max 1 per Army

Type : Arme de Base. Le porteur gagne +1 en Force et +1 Attaque quand il attaque avec cette arme pour chaque Personnage ennemi en contact socle à socle avec l’unité du porteur. Ce bonus est calculé et prend effet au palier d’Initiative auquel sont faites les attaques.

Épée d’Obsidienne

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (6).

Épées d’Escrimeur

max 1 per Army

Type : Paire d’Armes. Le porteur obtient une Capacité de Combat de 10.

Épée des Héros

max 1 per Army

Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Le porteur gagne +1 Attaque quand il combat avec cette arme. Quand il attaque avec cette arme, le porteur ne peut excéder 4 Attaques et une Force de 5, quels que soient les modificateurs.

Épée de Force

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont +1 en Force.

Lance Enflammée

max 1 per Army

Type : Lance de Cavalerie. Les attaques portées avec cette arme ont la règle Attaques Enflammées.

Lame Tranchante

max 1 per Army

Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (1).

Armure Magique

Dueler’s Shield

max 1 per Army

Armour of Destiny

max 1 per Army

Bluffer's Helm - cannot be taken by Large Targets

max 1 per Army

Armour of Fortune

max 1 per Army

Mithril Mail - models on foot only (Lords)

max 1 per Army

Glittering Cuirass

max 1 per Army

Bronze Breastplate

max 1 per Army

Dragon Mantle - models on foot only

max 1 per Army

Gambler's Armour

max 1 per Army

Dragonscale Helm

max 1 per Army

Hardened Shield

max 1 per Army

Lucky Shield

max 1 per Army

Aaghor’s Flayed Hide (Lord)

max 1 per Army

Aaghor’s Flayed Hide (Heroes)

max 1 per Army

Crimson Mail - Infantry only

max 1 per Army

Rune of Crushing

max 1 per Army

Rune of Aegis

max 1 per Army

Rune of Iron

max 1 per Army

Rune of Steel

max 1 per Army

Rune of Mountains

max 1 per Army

Rune of Bronze

max 1 per Army

Rune of Resistance

max 1 per Army

Blessed Armour of Frederick the Great – models on foot only

max 1 per Army

The Black Helm

max 1 per Army

Armour of Volund

max 1 per Army

Daemon Hunter’s Helm (Heroe)

max 1 per Army

Mask of the Furnace

max 1 per Army

Armour of Percival

max 1 per Army

Crusader’s Helm

max 1 per Army

Mammoth-Hide Armour

max 1 per Army

Yeti Furs

max 1 per Army

Plates of Tuktek

max 1 per Army

Crown of the Cavern King - Goblin only Cannot be taken by a Large Target

max 1 per Army

Taurosaur Helm - models on foot only

max 1 per Army

Helm of the Wild Hunt

max 1 per Army

Putrid Plate

max 1 per Army

Deceiver’s Buckler

max 1 per Army

Crown of the Pharaohs

max 1 per Army

Armour of Eternities - Model on foot only

max 1 per Army

Red Plate of Gilles de Raux

max 1 per Army

Mithril Mail - models on foot only (Heroes)

max 1 per Army

Force Shield

max 1 per Army

Daemon Hunter’s Helm (Lord)

max 1 per Army

Aaghor's Flayed Hide

max 1 per Army

The wearer gains Regeneration (4+) and +1 Toughness, but cannot wear any Suits of Armour or Shields, and lose them if it already had it.

Crimson Mail

max 1 per Army

Type: Heavy Armour. For each unsaved wound inflicted by the wearer in Close Combat, the wearer gains +1 to its Armour Save (which cannot be improved better than 1+) for the remainder of the game.

Blessed Armour of Frederick the Great

max 1 per Army

Type: Plate Armour. The wearer has a 1+ Armour Save.

Armour of Volund

max 1 per Army

Type: Plate Armour. Attacks againstthe wearer with Lethal Strike lose this special rule.

The Black Helm

max 1 per Army

Type: None (6+ Armour Save). The wearer gains Fear.

Daemon Hunter’s Helm

max 1 per Army

- Cannot be taken by models with Towering Presences, except models mounted on Griffon.
Type: None (6+ Armour Save). The wearer gains Ward Save (3+) against Magical Attacks.

Mask of the Furnace

max 1 per Army

Type: None (6+ Armour Save). The wearer gains Fireborn and a Breath Weapon (Strength 3, Flaming Attacks).

Crusader’s Helm

max 1 per Army

Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.

Armour of Percival

max 1 per Army

Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.

Mammoth-Hide Cloak

max 1 per Army

Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an attack with a Strength value of 6 or more, the Strength of the attack is reduced to 5.

Yeti Furs

max 1 per Army

Type: None (6+ Armour Save). Enemy units in base contact with the wearer suffer -1 Initiative, to a minimum of 1.

Crown of the Cavern King

max 1 per Army

Cannot be taken by a Towering Presence Type: None (6+ Armour Save). The wearer can only join or be joined by a unit if all its models share at least one model part of the same Greenhide Race with the wearer.
The wearer's unit gains Vanguard and may move after Rallying, although it does not gain the ability to March or shoot in the same turn. The wearer’s Inspiring Presence or Hold Your Ground range is increased by 6".

Plates of Tuktek

max 1 per Army

Type: Heavy Armour. The wearer gains +1 Toughness and the wearer’s model gains Impact Hits (D3).

Taurosaur Helm

max 1 per Army

models on foot only
Type: None (6+ Armour Save). The wearer gains +1 Toughness and Impact Hits (1).

Helm of the Wild Hunt

max 1 per Army

Type: None (6+ Armour Save). The wearer gains +1 Weapon Skill and +1 Attack until the end of the Combat Phase following after the model has successfully charged into combat.

Crown of the Pharaohs

max 1 per Army

Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.

Armour of Eternities

max 1 per Army

Type: Plate Armour. The wearer gains +1 Wound.

Deceiver’s Buckler

max 1 per Army

Type: Shield. While using the shield, the wielder gains Distracting and may nominate one enemy model in base contact with the user of the shield at the start of each Round of Combat. For the duration of this Round of Combat, one part of the chosen model (wielder’s choice) suffers -1 Attack, to a minimum of 1.

Putrid Plate

max 1 per Army

Type: Plate Armour. For every successful Armour Save made by the wearer against Close Combat Attacks, the unit which caused the wound suffers 1 hit with Toxic Attacks.

Red Gauntlets of Gilles de Raux

max 1 per Army

Type: None (6+ Armour Save). The wearer gains +1 Wound.

Dueler’s Shield

max 1 per Army

Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.

Armure du Destin

max 1 per Army

Infanterie, Bêtes de Guerre et Cavalerie uniquement.
Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (4+).

Heaume de Tromperie

max 1 per Army

Ne peut pas être pris par une figurine avec la règle Présence Imposante.
Type : Aucun (Sauvegarde d’Armure 6+). Les jets pour blesser réussis contre le porteur doivent être relancés.

Cotte de Maille en Mithril

max 1 per Army

Type : Armure Lourde (Sauvegarde d’Armure 2+). Cette Sauvegarde d’Armure ne peut être en aucun cas améliorée.

Cuirasse Étincelante

max 1 per Army

Type : Armure Lourde. Le porteur gagne la règle Distrayant.

Armure de Bonne Fortune

max 1 per Army

Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (5+).

Cape en Écailles de Dragon

max 1 per Army

Type : Aucun. Le porteur gagne la règle Protection Innée (5+).

Plastron de Bronze

max 1 per Army

Type : Armure Lourde. Usage Unique. Vous pouvez activer l’objet lorsque la figurine du porteur subit une touche. Pour la durée de la Phase, la figurine du porteur gagne alors une Sauvegarde d’Armure de 1+. Si la figurine du porteur a la règle Présence Imposante, cette Sauvegarde d’Armure est limitée à 2+.

Heaume en Écailles de Dragon

max 1 per Army

Type : Aucun (Sauvegarde d’Armure 6+). Le porteur gagne la règle Né du Feu.

Bouclier de Chance

max 1 per Army

Type : Bouclier. Usage Unique. Ignorez la première touche subie par la figurine du porteur. Si plusieurs attaques se disputent le statut de première touche, le porteur peut choisir la touche à ignorer.

Bouclier Renforcé

max 1 per Army

Type : Bouclier. Ajoutez un bonus additionnel de +1 à la Sauvegarde d’Armure du porteur quand il utilise ce bouclier, pour un total de +2. Le porteur subit un malus de -3 en Initiative, jusqu’à un minimum de 1, lorsqu’il porte des Attaques normales de Corps à Corps.

Talisman

Talisman of Supreme Shielding

max 1 per Army

Sprout of Rebirth

max 1 per Army

Obsidian Nullstone

max 1 per Army

Dusk Stone

max 1 per Army

Obsidian Rock

max 1 per Army

Talisman of Greater Shielding

max 1 per Army

Gemstone Amulet

max 1 per Army

Obsidian Pebble

max 1 per Army

Lucky Charm

max 1 per Army

Dragonfire Gem

max 1 per Army

Talisman of Shielding

max 1 per Army

Pillager Icon

max 1 per Army

Eye of Dominance

max 1 per Army

Iron Hide

max 1 per Army

Nauseating Aura - Mark of Pestilence only

max 1 per Army

Shackles of Reality

max 1 per Army

Blissful Bindings - Mark of Lust only (Lord)

max 1 per Army

Brass Collar - Mark of Wrath only

max 1 per Army

Weaver’s Eye

max 1 per Army

Amulet of Spite

max 1 per Army

Midnight Cloak

max 1 per Army

Rune of the Forge

max 1 per Army

Rune of Kinship

max 1 per Army

Rune of Infamy

max 1 per Army

Rune of Shielding

max 1 per Army

Rune of Retribution - One per army

max 1 per Army

Rune of Courage

max 1 per Army

Rune of Dragon’s Breath

max 1 per Army

The Winter Cloak

max 1 per Army

Gleaming Robes - Mage or Archmage only

max 1 per Army

Ring of Desiccation

max 1 per Army

Talisman of Roland

max 1 per Army

Blind Eye of Nyanggai

max 1 per Army

Pan of Protection Pinchin’ - Goblins only

max 1 per Army

Starfall Shard - Lord

max 1 per Army

Starfall Shard - Heroe

max 1 per Army

Fire Blight Pendant

max 1 per Army

Armlet of Power

max 1 per Army

Brooch of the Sun

max 1 per Army

Mantle of Night - models on foot only

max 1 per Army

Veil of Shadows

max 1 per Army

Blessed Scripture (Lord)

max 1 per Army

Blessed Scripture (Heroes)

max 1 per Army

Blissful Bindings - Mark of Lust only (Heroe)

max 1 per Army

Steel Skin

max 1 per Army

Eye of Dominance

max 1 per Army

Close Combat Attacks made by Swarms, War Beasts, Cavalry mounts, Monstrous Beasts, Monstrous Cavalry mounts, Chariot-pulling beasts, Monsters and Ridden Monster mounts can only hit the bearer on rolls of ‘6’. Crew and riders are unaffected.

Midnight Cloak

max 1 per Army

The wearer gains a Ward Save (3+) against Ranged Attacks. The wearer also gains Lethal Strike and Multiple Wounds (D3) in the first Round of Combat.

Amulet of Spite

max 1 per Army

If an enemy Wizard within 12" attempted casting a spell in which two or more Magic Dice rolled a double, the caster suffers a Miscast. A single casting roll cannot result in more than one Miscast.

The Winter Cloak

max 1 per Army

The wearer gains Distracting, a Ward Save (5+) and Fireborn.

Gleaming Robe

max 1 per Army

Mage on foot only The wearer gains Ethereal. The model cannot make attacks, including special attacks.

Ring of Desiccation

max 1 per Army

All enemy units in base contact with the bearer’s model are Flammable.

Steel Skin

max 1 per Army

Attacks against the wearer with Lethal Strike and/or Poisoned Attacks lose these special rules.

Talisman of Roland

max 1 per Army

No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.

Blessed Scripture

max 1 per Army

Multiple Wounds suffered by the bearer are halved, rounded up.

Blind Eye of Nyanggai

max 1 per Army

One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling. The bearer’s unit (and all models in it) cannot be targeted by the opponent’s non-aura spells during this phase.

Pan of Protection Pinchin’

max 1 per Army

The bearer, when wounded, may use the Armour Save, Ward Save, Regeneration Save, and Magic Resistance of the model that inflicted the wound.

Starfall Shard

max 1 per Army

The bearer’s model gains Fireborn and Hard Target

Fire Blight Pendant

max 1 per Army

Neither the bearer nor anyone who attacks the bearer in Close Combat gains any Strength bonuses from either magical or mundane weapons.

Brooch of the Sun

max 1 per Army

At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.

Armlet of Power

max 1 per Army

The bearer can cast a Bound Spell (Power Level 3).
Type: Caster. Duration: Lasts one Turn.
The target doubles its Strength. Mounts are unaffected.

Eternal Ring

max 1 per Army

- Midnight Aristocracy only
The wearer has a Ward Save (2+) against the first wound suffered (after Armour Saves) in the game and attacks against the wearer with Lethal Strike and/or Multiple Wounds lose these special rules.

Mantle of Night

max 1 per Army

- Infantry or Cavalry only
All models allocating Close Combat Attacks against the wearer do not gain Strength modifiers of the +X type conferred by mundane or Magical Weapons.

Talisman de Protection Suprême

max 1 per Army

Le porteur gagne une Sauvegarde Invulnérable (4+).

Graine de Renaissance

max 1 per Army

Le porteur gagne une Régénération (4+).

Pierre d’Annulation d’Obsidienne

max 1 per Army

Le porteur gagne la règle Résistance à la Magie (3).

Pierre du Crépuscule

max 1 per Army

Le porteur peut relancer ses jets de Sauvegarde d’Armure ratés. S’il choisit de le faire, il ne peut pas utiliser de Sauvegarde Invulnérable ou de Régénération.

Talisman de Protection Majeure

max 1 per Army

Le porteur gagne une Sauvegarde Invulnérable (5+).

Gemme d’Obsidienne

max 1 per Army

Le porteur gagne la règle Résistance à la Magie (2).

Gemme de Feu de Dragon

max 1 per Army

Le porteur gagne la règle Né du Feu.

Charme de Chance

max 1 per Army

Usage Unique. Peut être activé quand la figurine du porteur rate un jet de Sauvegarde d’Armure. Ce jet peut alors être relancé.

Talisman de Protection

max 1 per Army

Le porteur gagne une Sauvegarde Invulnérable (6+).

Objet enchanté

Flying Carpet - models on foot only (Lords)

max 1 per Army

Wizard's Hood

max 1 per Army

Crystal Ball

max 1 per Army

Sceptre of Dominion

max 1 per Army

Gem of Fortune

max 1 per Army

Ring of Fire

max 1 per Army

Potion of Strength

max 1 per Army

Charm of Cursed Iron

max 1 per Army

Divine Icon

max 1 per Army

Potion of Swiftness

max 1 per Army

Crown of Scorn

max 1 per Army

Crown of Horns

max 1 per Army

Seed of the Dark Forest

max 1 per Army

Blazing Wings - Daemon of Change only

max 1 per Army

Hellish Crown

max 1 per Army

Horn of Damnation

max 1 per Army

Black Orb

max 1 per Army

Elixir of Souls

max 1 per Army

Ring of Shadows

max 1 per Army

Locket of Sunna

max 1 per Army

Cloak of the Stars

max 1 per Army

Shard of Cenyrn

max 1 per Army

Vial of Mercury

max 1 per Army

Gauntlets of Madzhab

max 1 per Army

Storm Clarion

max 1 per Army

Aurochs Charm

max 1 per Army

Lucky Boar’s Leg - Mounted models only

max 1 per Army

Waaargh! Paint - Feral Orc only

max 1 per Army

Jade Staff

max 1 per Army

Egg of the Quetzal

max 1 per Army

Drums of Cenyrn - Blade Dancer kindred only

max 1 per Army

Sacred Seeds

max 1 per Army

Hail Shot

max 1 per Army

Mist Walker’s Mirror - Models on foot only.

max 1 per Army

Sceptre of Vermin Valour - Models on foot only

max 1 per Army

Scabbing Potion (Lord) - Cannot be taken by Large Targets

max 1 per Army

Scabbing Potion (Heroe) - Cannot be taken by Large Targets

max 1 per Army

Death Mask of Teput

max 1 per Army

Sandstorm Cloak - Models on foot only (Lord)

max 1 per Army

Sandstorm Cloak - Models on foot only (Heroe)

max 1 per Army

Chariot of Nephet-Ra - models on chariots only

max 1 per Army

Tullius’ Teeth

max 1 per Army

Flying Carpet - models on foot only (Heroes)

max 1 per Army

Token of Change (Change only)

max 1 per Army

Token of Lust (Lust only)

max 1 per Army

Token of Pestilence (Pestilence only)

max 1 per Army

Portal Gem

max 1 per Army

Dark Rain

max 1 per Army

Obsidian Horn

max 1 per Army

Pillager Icon

max 1 per Army

All friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.

Dark Rain

max 1 per Army

One use only. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the battlefield at this time, the item cannot be used). Its effects last until the start of the next Game Turn. During the enemy’s Shooting Phase, all Shooting Attacks suffer a -2 to-hit modifier as long as the owning player has the second Player Turn. This is decreased to a -1 to-hit modifier if the owning player has the first Player Turn.

Gourd of Beetles

max 1 per Army

The bearer can cast Swarm of Insects from Shamanism as a Bound Spell (Power Level 4).

Crown of Horns

max 1 per Army

The bearer, all models in its unit and all models within range of its Inspiring Presence (if applicable) automatically pass Primal Instinct Tests.

Ring of Shadows

max 1 per Army

The bearer's model and all Infantry models in its unit count as being in Soft Cover. If one of the models affected by this item is already in Soft Cover, it counts as being in Hard Cover instead. Close Combat Attacks made against the bearer’s model or any Infantry models in its unit suffer -1 Weapon Skill (to a minimum of 1).

Dagger of Moraec

max 1 per Army

During each friendly Magic Phase, after the Magic Flux roll, the bearer may inflict D3 wounds onto its unit, with no saves of any kind allowed. If the bearer does so, all natural to-wound rolls of '1' from spells cast by the bearer must be rerolled.

Locket of Sunna

max 1 per Army

The bearer automatically swaps its Characteristic values of Strength, Toughness, Initiative and Attacks with those of its opponent when fighting in a Challenge. This is done before applying other modifiers. The exchanged values are never swapped with the mount of the enemy model.

Cloak of the Stars

max 1 per Army

Spells targeting the bearer’s unit suffer a -2 modifier to their Casting roll.

Shard of Cenyrn

max 1 per Army

One use only. Use at the start of any Close Combat Phase. Effects last until end of the Close Combat Phase.
After rolling to hit, the bearer may choose to reroll all its to-hit dice. After rolling to wound, the bearer may choose to reroll all its to-wound dice. Models wounded by the bearer must reroll all successful saves of any kind from wounds inflicted by the bearer. At the end of the phase the bearer suffers 1 hit wound with no saves of any kind allowed and Multiple Wounds (2, Ridden Monster).

Vial of Mercury

max 1 per Army

One use only. May be activated at the start of any Round of Combat. The bearer’s unit gains Lightning Reflexes and +2 Initiative until the end of the phase.
After all effects triggered at the start of the Round of Combat have been resolved (at Step 2 of the Round Sequence), each model with Flaming Attacks in the bearer’s unit suffers 1 Strength 6 hit. When the effects end, the bearer’s model suffers 1 wound with no saves of any kind allowed.

Gauntlets of Madzhab

max 1 per Army

The wearer gains +1 Strength. Each to-hit roll of ‘1’ by the wearer is resolved against the wearer's unit. This can never hit the wearer itself, unless the wearer is mounted and not part of a combined unit.

Storm Clarion

max 1 per Army

One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.

Wafers of Penitence

max 1 per Army

Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.

Aurochs Charm

max 1 per Army

The bearer of this item gains the Stone Skin special rule.

Lucky Boar’s Leg

max 1 per Army

All friendly Cavalry and Chariot models within 18" of the bearer may re-roll Dangerous Terrain Tests.

Waaargh! Paint

max 1 per Army

The wearer gains Frenzy, can never lose it, and all Feral Orcs in the same unit gain Frenzy for as long as the wearer is in the unit. The wearer's unit gains Swiftstride for the purposes of Pursuit and Overrun moves.

Egg of the Quetzal

max 1 per Army

The bearer gains a Breath Weapon (Strength D3+2, Magical Attacks).

Jade Staff

max 1 per Army

The bearer can cast Healing Waters from Druidism as a Bound Spell (Power Level 3).

Mist Walker’s Mirror

max 1 per Army

- models on foot only
One use only. If the bearer’s unit consists entirely of Infantry models, is unengaged and is entirely within a Forest Terrain Feature that doesn’t contain any enemy models, the unit may teleport to any other Forest Terrain Feature on the game board. This special movement is resolved at the end of the player’s Movement Phase. When teleporting, the unit must be placed entirely within the target Forest. It may appear in any legal formation but must follow the 1" Unit Spacing rule. The unit counts as having performed a March Move.

Sacred Seeds

max 1 per Army

- models on foot only
One use only. The player may activate this item at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest may not be larger than 6" in diameter.

Hail Shot

max 1 per Army

One use only. When this item is used, it is a Shooting
Weapon with the following profile: Range 30", Strength 4, Multiple Shots (3D6). If fired at Short Range, it gains Armour Piercing (1). Fey Arrows cannot be used in conjunction with Hail Shot.

Drums of Cenyrn

max 1 per Army

- Blade Dancer Kindred only One use only.
The item may be activated when the bearer declares a charge. The target of the charge may only declare Hold as their Charge Reaction unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.

Amryl’s Banner

max 1 per Army

Infantry models in the bearer’s unit gain Fight in Extra Rank.

Death Mask of Teput

max 1 per Army

At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.

Chariot of Nephet-Ra

max 1 per Army

Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.

Sandstorm Cloak

max 1 per Army

The bearer gains Fly (7).

Sceptre of Vermin Valour

max 1 per Army

The bearer can be placed anywhere in its unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.

Scabbing Potion

max 1 per Army

- Cannot be taken by Towering Presences
One use only. May be activated at the beginning of any of the owning Player’s phases. The bearer recovers D3

Tullius’ Teeth

max 1 per Army

The bearer gains Distracting. All Infantry and Cavalry R&F models in the bearer’s unit gain Parry.

Staff of Gerhard the Black

max 1 per Army

An army containing this item may reroll failed Channel attempts. When the bearer casts Evocation of Souls from Evocation it may, for each target, reroll a single D6 or D3 used to determine the number of Raised Wounds.

Graine de la Forêt Obscure

max 1 per Army

Une seule utilisation. Après le déploiement de tous les joueurs, juste après avoir bougé les unités avec la règle Avant‐Garde, le porteur peut placer une seule Forêt sur le champ de bataille, de taille maximale 10′′ par 6′′. Son centre doit être situé à moins de 12′′ du porteur, et elle doit être à plus de 1′′ de toute unité ennemie. Toutes les figurines alliées qui se trouvent même partiellement dans cette Forêt ajoutent +1 aux résultats de leurs jets de lancement pour les sorts de type Amélioration ou Malédiction et les sorts de Totem. Cette règle est une exception à la restriction sur les bonus de lancement des Objets de Sort.

Capuche de Magicien

max 1 per Army

Le porteur devient un Apprenti Magicien avec deux Sorts Appris (peu importe s’il était un Magicien avant). Au lieu de choisir une Voie de Magie normalement, le porteur utilise une Voie déterminée aléatoirement au début de la partie. Tirez au sort parmi toutes les Voies de Magie accessibles à n’importe quelle figurine du même Livre d’Armée, sans prendre en compte les Sorts Liés.

Couronne d’Autocratie

max 1 per Army

Le porteur gagne +1 en Commandement. Un Magicien ne peut pas utiliser ce bonus pour augmenter son Commandement au delà de 9.

Potion de Force

max 1 per Army

Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +2 en Force jusqu’à la fin du Tour de Joueur.

Anneau de Feu

max 1 per Army

Sort Lié, Puissance 3 : Coulée Pyroclastique (Pyromancie).

Icône Divine

max 1 per Army

La figurine du porteur gagne la règle Attaques Divines.

Gemme de Chance

max 1 per Army

Les jets pour blesser réussis d’Attaques à Distance dirigées contre l’unité du porteur ayant donné ‘6’ doivent être relancés, à moins que la touche n’ait été distribuée sur une figurine avec la règle Présence Imposante.

Couronne de Moquerie

max 1 per Army

Usage Unique. Vous pouvez utiliser cet objet au lieu de faire une tentative de dissipation. Le sort est alors automatiquement dissipé. Vous ne pouvez prendre cet objet que si votre armée ne comprend aucun Magicien.
Les figurines alliées ne peuvent pas lancer de sorts, Sorts Liés compris, et ne peuvent pas posséder d’Objets Cabalistiques si votre Liste d’Armée inclut cet objet.

Icône de Fer Maudit

max 1 per Army

L’unité du porteur gagne une Sauvegarde Invulnérable (5+) contre les blessures causées par des Armes d’Artillerie.

Potion de Rapidité

max 1 per Army

Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +3 en Initiative jusqu’à la fin du Tour de Joueur.

Objet arcanique

Essence of a Free Mind (Lords)

max 1 per Army

Essence of a Free Mind (Heroes)

max 1 per Army

Backlash Scroll

max 1 per Army

Book of Arcane Power (Lords)

max 1 per Army

Book of Arcane Power (Heroes)

max 1 per Army

Dispel Scroll

max 1 per Army

Tome of Arcane Lore (Lords)

max 1 per Army

Grounding Rod (Lords)

max 1 per Army

Grounding Rod (Heroes)

max 1 per Army

Sceptre of Power (Lords)

max 1 per Army

Sceptre of Power (Heroes)

max 1 per Army

Binding Scroll

max 1 per Army

Shielding Scroll

max 1 per Army

Wand of Stability

max 1 per Army

Gourd of Beetles

max 1 per Army

Mirror of Change - Mark of Change only

max 1 per Army

Seventh Seal

max 1 per Army

Soul-Bound Staff

max 1 per Army

Scrolls of the Eighth Pact - models with Mark of Change only

max 1 per Army

Sorcerer’s Lodestone

max 1 per Army

Skull of Cacophrax (Lord)

max 1 per Army

Dagger of Moraec (Lord)

max 1 per Army

Dagger of Moraec (Heroes)

max 1 per Army

Wandering Familiar

max 1 per Army

Rune of Denial - One per army

max 1 per Army

Rune of Brilliance

max 1 per Army

Rune of Harnessing

max 1 per Army

Rune of Mastery

max 1 per Army

Rune of Devouring - One per army

max 1 per Army

Rune of Grounding - One per army

max 1 per Army

Book of Meladys (Lord)

max 1 per Army

Book of Meladys (Heroe)

max 1 per Army

Amethyst Crystal

max 1 per Army

Besheluk’s Mechanism

max 1 per Army

Wafers of Penitence

max 1 per Army

Daemon Heart

max 1 per Army

Black Cube

max 1 per Army

Ancient Plaque (Lord)

max 1 per Army

Ancient Plaque (Heroe)

max 1 per Army

Book of the Dead

max 1 per Army

Eye of Setesh

max 1 per Army

Unholy Tome

max 1 per Army

Staff of the Vengeful Dead

max 1 per Army

Daemonic Idol

max 1 per Army

Tome of Arcane Lore (Heroes)

max 1 per Army

Skull of Cacophrax (Heroe)

max 1 per Army

Wandering Familiar

max 1 per Army

At the start of each friendly Magic Phase you may place a familiar counter with a 20x20mm base within 6" of the owner. This familiar acts (and is subject to the same restrictions) as a model of Standard Height for the purpose of drawing Lines of Sight. It must be put more than 1" away from other models and from Impassable terrain. Once it is placed, the player must declare which side of the familiar is the front. Whenever the bearer of this item casts a non-bound spell, it may choose to use the position of its familiar when drawing Line of Sight, measuring Range and determining front arc (you must use all of these or none at all). At the end of the Magic Phase the familiar is removed.

Amethyst Crystal

max 1 per Army

In each of the opponent’s Magic Phases, after rolling Magic Flux, the bearer may remove 1 Magic Dice from the opponent's Magic Dice pool and add +1 for its side’s Channel Attempt.

Book of Meladys

max 1 per Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll provided the Magic Dice was not a natural '6'.

Besheluk’s Mechanism

max 1 per Army

When the bearer Successfully casts a non-attribute spell from Pyromancy, choose a Kadim Incarnate or Kadim Titan unit within 18" of the bearer.
If the unit is solely composed of Kadim Incarnates it recovers D3 Wounds. If it is a Kadim Titan it recovers 1 wound. No unit may be affected by this effect more than once each magic phase.

Daemon Heart

max 1 per Army

One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the bearer will suffer a Miscast on successful Casting rolls that include any double. This Miscast is resolved as if 1 more Magic Dice were used. Only double ‘6’ counts as an Overwhelming Power, and no more than one Miscast can be suffered per roll. Bound Spells are not affected.

Ancient Plaque

max 1 per Army

Once per friendly Magic Phase, the bearer may reroll one Magic Dice that was used for a casting attempt. This ability cannot be used when the bearer is casting with only one Magic Dice, and cannot reroll a dice which was a natural ‘6’.

Black Cube

max 1 per Army

One use only. The bearer may activate this item in the opponent’s Magic Phase, after Magic Flux and Channelling have been rolled. When activated, remove 1 Magic Dice from the opponent’s Magic Dice Pool, and add 1 Magic Dice to the owner’s Magic Dice Pool.

Book of the Dead

max 1 per Army

Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.

Unholy Tome

max 1 per Army

The bearer can cast Danse Macabre from Evocation as a Bound Spell (Power Level 4).

Daemonic Idol

max 1 per Army

Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.

Grimoire de Puissance Cabalistique

max 1 per Army

Le porteur gagne un modificateur de +1 pour lancer et dissiper les sorts.

Parchemin de Dissipation

max 1 per Army

Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Le sort est automatiquement dissipé.

Essence de Libre Pensée

max 1 per Army

Le Magicien peut inscrire deux Voies de Magie sur la Liste d’Armée plutôt qu’une, parmi les Voies qui lui sont normalement accessibles. Choisissez laquelle de ces deux Voies il va utiliser avant de générer les sorts.

Baguette de Stabilité

max 1 per Army

Usage Unique. Le porteur peut ajouter un Dé de Magie gratuit à un de ses jets de dissipation après avoir vu le résultat du jet.

Parchemin de Protection

max 1 per Army

Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Toutes les figurines affectées gagnent une Sauvegarde Invulnérable (4+) contre les effets de ce sort.

Sceptre de Pouvoir

max 1 per Army

Usage Unique. Le porteur peut ajouter un unique Dé de Magie depuis sa réserve à un jet de lancement de sort après avoir vu le résultat du jet. Cela ne permet pas de dépasser la limite de 5 Dés de Magie pour lancer des sorts.

Enchantement de Bannière

Banner of the Last Charge

max 1 per Army

All mounts in the bearer’s unit gain Impact Hits (1).

The Oriflamme

max 1 per Army

The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.

Bannière Lacérante

max 1 per Army

Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).

Étendard du Pisteur

max 1 per Army

L’unité du porteur gagne les règles Course Rapide et Guide.

Icône d’Éther

max 1 per Army

Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.

Bannière de Vitesse

max 1 per Army

L’unité du porteur gagne +1 en Mouvement.

Étendard Flamboyant

max 1 per Army

Au début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.

Bannière de Discipline

max 1 per Army

L’unité du porteur réussit automatiquement ses tests de Panique.

Étendard de Guerre

max 1 per Army

L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.

Icône de la Compagnie Implacable

max 1 per Army

Usage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements.
Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.

Icône Étincelante

max 1 per Army

Usage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement.
L’unité peut alors relancer les dés pour ce test raté.

Organisation de l’armée

Personnages

Personnages

(40% Max)

Airborne Gallantry

Airborne Gallantry

(40% Max)

Spécial

Spécial

(No Limit)

Base

Base

(25% Min)

Personnages
Personnages

Nobility - Duke

170 pts Figurine seule
Troupes M CC CT F E PV I A Cd Type de troupe
Nobility - Duke 4 6 3 4 4 3 6 4 9 Infanterie

Magical Weapons

120 pts
100 pts
90 pts
80 pts
80 pts
80 pts
65 pts
60 pts
60 pts
50 pts
50 pts
50 pts
50 pts
45 pts
30 pts
20 pts
10 pts

Magical Armour

90 pts
90 pts
80 pts
70 pts
60 pts
50 pts
50 pts
50 pts
35 pts
30 pts
10 pts
10 pts

Talismans

100 pts
80 pts
80 pts
60 pts
50 pts
50 pts
50 pts
40 pts
15 pts
10 pts
10 pts

Enchanted Items

105 pts
80 pts
70 pts
60 pts
50 pts
40 pts
35 pts
30 pts
30 pts
30 pts
30 pts

Arcane Items

100 pts
100 pts
50 pts
40 pts
30 pts
20 pts

Command group options

gratuit
Max one General by Army Max 1 entry

Options

200 pts
110 pts
110 pts
110 pts
80 pts
55 pts
50 pts
35 pts
50 pts
50 pts
10 pts
12 pts
20 pts
20 pts
20 pts
30 pts
85 pts
130 pts
150 pts
240 pts
gratuit
Personnages

Nobility - Paladin

130 pts Figurine seule
Troupes M CC CT F E PV I A Cd Type de troupe
Nobility - Paladin 4 5 3 4 4 3 5 3 8 Infanterie

Magical Weapons

120 pts
100 pts
90 pts
60 pts
60 pts
65 pts
80 pts
80 pts
80 pts
50 pts
50 pts
50 pts
50 pts
45 pts
30 pts
20 pts
10 pts

Magical Armour

90 pts
90 pts
80 pts
70 pts
60 pts
50 pts
50 pts
50 pts
35 pts
30 pts
10 pts
10 pts

Talismans

100 pts
80 pts
80 pts
60 pts
50 pts
50 pts
50 pts
40 pts
15 pts
10 pts
10 pts

Enchanted Items

105 pts
80 pts
70 pts
60 pts
50 pts
40 pts
35 pts
30 pts
30 pts
30 pts
30 pts

Arcane Items

100 pts
100 pts
50 pts
40 pts
30 pts
20 pts

Command group options

gratuit
Max one General by Army Max 1 entry

(0-1 par Armée)

50 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Options

100 pts
110 pts
110 pts
110 pts
80 pts
55 pts
50 pts
35 pts
30 pts
30 pts
4 pts
6 pts
8 pts
8 pts
8 pts
12 pts
45 pts
110 pts
130 pts
Personnages

Damsel

150 pts Figurine seule
Troupes M CC CT F E PV I A Cd Type de troupe
Damsel 4 3 3 3 3 3 3 1 7 Infanterie

Magic options

70 pts
100 pts
200 pts
50 pts
90 pts
110 pts
100 pts

Command group options

gratuit
Max one General by Army Max 1 entry

Options

gratuit
gratuit
gratuit
gratuit
50 pts
100 pts
150 pts
Personnages

Castellan

120 pts Figurine seule
Max 5 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Castellan 4 4 4 4 4 3 3 2 7 Infanterie Monstrueuse

Magical Weapons

120 pts
100 pts
90 pts
80 pts
80 pts
80 pts
65 pts
60 pts
60 pts
50 pts
50 pts
50 pts
50 pts
45 pts
30 pts
20 pts
10 pts

Magical Armour

90 pts
90 pts
80 pts
70 pts
60 pts
50 pts
50 pts
50 pts
35 pts
30 pts
10 pts
10 pts

Talismans

100 pts
80 pts
80 pts
60 pts
50 pts
50 pts
50 pts
40 pts
15 pts
10 pts
10 pts

Enchanted Items

105 pts
80 pts
70 pts
60 pts
50 pts
40 pts
35 pts
30 pts
30 pts
30 pts
30 pts

Arcane Items

100 pts
100 pts
50 pts
40 pts
30 pts
20 pts

Command group options

gratuit
Max one General by Army Max 1 entry

Options

50 pts
4 pts
4 pts
4 pts
10 pts
4 pts
4 pts
4 pts
30 pts
20 pts
50 pts
Base
Base

Peasant Levy

120 pts + 8 pts/figurine 20-60 models
Troupes M CC CT F E PV I A Cd Type de troupe
Peasant Levy 4 2 2 3 3 1 3 1 5 Infanterie

Command group options

20 pts
20 pts
20 pts

Options

gratuit
2 pts/fig.
Base

Knights Aspirant

240 pts + 44 pts/figurine 5-15 models
Max 4 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Knight 4 3 3 3 3 1 3 1 7 Cavalerie
Warhorse 9[8] 3 - 3 3 1 3 1 5

Command group options

20 pts
20 pts
20 pts
50 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts
Base

Peasant Bowmen

140 pts + 12 pts/figurine 10-30 models
Max 4 figurines par armée (Organisation de l’armée)
Max 100 Models by Army (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Peasant Bowmen 4 2 3 3 3 1 3 1 5 Infanterie

Command group options

20 pts
20 pts
20 pts

Options

(0-20 Figurine par Unité)

2 pts/fig.
4 pts/fig.
Base

Knights of the Realm

220 pts + 54 pts/figurine 5-15 models
Max 4 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Knight 4 4 3 4 3 1 3 1 8 Cavalerie
Warhorse 9[8] 3 - 3 3 1 3 1 5

Command group options

20 pts
20 pts
20 pts
50 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Options

6 pts/fig.
10 pts/fig.
Spécial
Spécial

Knights Forlorn

190 pts + 26 pts/figurine 10-40 models
Max 5 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Knights Forlorn 4 4 3 4 3 1 4 1 8 Infanterie

Command group options

20 pts
20 pts
20 pts
100 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Options

(0-15 Figurine par Unité)

gratuit

(0-20 Figurine par Unité)

2 pts/fig.
Spécial

Knights of the Grail

220 pts + 84 pts/figurine 3-8 models
Max 2 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Knight 4 5 3 4 4 1 5 2 8 Cavalerie
Spectral Stallion 9[8] 4 - 4 3 1 4 1 5

Command group options

20 pts
50 pts
20 pts
20 pts
100 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Magical Weapons

120 pts
100 pts
90 pts
80 pts
80 pts
80 pts
65 pts
60 pts
60 pts
50 pts
50 pts
50 pts
50 pts
45 pts
30 pts
20 pts
10 pts

Magical Armour

90 pts
90 pts
80 pts
70 pts
60 pts
50 pts
50 pts
50 pts
35 pts
30 pts
10 pts
10 pts

Talismans

100 pts
80 pts
80 pts
60 pts
50 pts
50 pts
50 pts
40 pts
15 pts
10 pts
10 pts

Enchanted Items

105 pts
80 pts
70 pts
60 pts
50 pts
40 pts
35 pts
30 pts
30 pts
30 pts
30 pts

Arcane Items

100 pts
100 pts
50 pts
40 pts
30 pts
20 pts
Spécial

Knights of the Quest

240 pts + 54 pts/figurine 5-15 models
Max 4 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Knight 4 4 3 4 3 1 4 1 8 Cavalerie
Warhorse 9[8] 3 - 3 3 1 3 1 5

Command group options

20 pts
20 pts
20 pts
100 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Options

(0-9 Figurine par Unité)

6 pts/fig.
Spécial

Siege War Machine - Scorpion

135 pts Figurine seule
Max 2 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Siege War Machine - - - - 4 6 - - - Machine de guerre
Apprentice (4) - 2 3 3 - - 3 1 5
Spécial

Yeoman Outriders

110 pts + 16 pts/figurine 5-15 models
Max 4 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Cavalier 4 3 3 3 3 1 3 1 6 Cavalerie
Horse 8 3 - 3 3 1 3 1 5

Command group options

20 pts
20 pts
20 pts

Options

2 pts/fig.
4 pts/fig.
gratuit
Airborne Gallantry
Airborne Gallantry

Pegasus Knights

360 pts + 110 pts/figurine 3-6 models
Max 3 figurines par armée (Organisation de l’armée)
Troupes M CC CT F E PV I A Cd Type de troupe
Pegasus Knights 4 4 3 4 3 1 3 1 8 Cavalerie Monstrueuse
Pegasus 8[7] 3 - 4 4 2 4 2 7

Command group options

20 pts
20 pts
20 pts
100 pts

(0-1 par Armée)

90 pts
70 pts
60 pts
55 pts
50 pts
45 pts

(0-1 par Armée)

40 pts
35 pts
30 pts
30 pts
10 pts

Options

10 pts/fig.
10 pts/fig.