 
Correspondance des traductions avec la VO
| FR | EN | 
|---|---|
| Cape Abyssale 
                  Les ténèbres écrasantes des profondeurs de l’océan entourent le Wyrm des Mers au combat.
Toute figurine ennemie qui cible cette figurine à la phase de Tir subit un modificateur de -2 à ses jets de Touche pour les tirs à longue portée, au lieu du -1 habituel
                 | Abyssal Cloak 
              The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
             | 
| Archers Accomplis 
                  Sous l’œil vigilant d’un commandant vétéran, les soldats de la Garde Maritime s’entraînent au maniement de l’arc, perfectionnant l’art de tirer sur l’ennemi en esquivant ses attaques.
À moins qu’il soit monté sur un Cotre Volant de Lothern, un Commandant de Garnison de la Garde Maritime a les règles spéciales Esquiveur et Tir & Fuite. En outre, toute unité de Gardes Maritimes de Lothern rejointe par ce personnage gagne les règles spéciales Esquiveur et Tir & Fuite aussi longtemps que le personnage reste dans l’unité.
                 | Accomplished Archers 
              Under the watchful eye of a veteran commander, the Sea Guard soldiers train in the handling of the bow, perfecting the art of shooting at the enemy while dodging their attacks.
Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the special rules 'Dodger' and 'Shoot & Flee'. Furthermore, any Sea Guard of Lothern unit joined by this character gains the special rules 'Dodger' and 'Shoot & Flee' as long as the character remains with the unit.
             | 
| Peur | Fear | 
| Arc court | Shortbow | 
| Arc de guerre | Warbow | 
| Arc long | Longbow | 
| Arme de base | Hand Weapon | 
| Armure légère | Light armour | 
| Armure lourde | Heavy armour | 
| Arme Perforante | Armour Bane | 
| Armes En Ithilmar 
                  Les armes forgées en Ithilmar sont incroyablement légères, et équilibrées à la perfection. De telles lames ont facilement raison des parades et des contre -attaques pataudes de l'ennemi.
Quand elle est engagée en combat, une figurine avec cette règle spéciale qui combat avec un e arme de base peut relancer tout jet de touche d' un 1 naturel.
Notez que cette règle spéciale s'applique uniquement à une seule arme de base non-magique et ne s'applique pas à la monture d'une figurine (si elle en a une). Si la figurine utilise deux armes de ba se ou toute autre sorte d'arme, cette règle spéciale cesse de s'appliquer.
                 | Ithilmar Weapons 
              Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
             | 
| Peau Blindée | Armoured Hide | 
| Armure de plate complète | Full plate armour | 
| Armure Dragon 
                  L'Armure Dragon est forgée dans le cœur d'un volcan par les artificiers les plus doués, et décorée avec une habileté surnaturelle.Plus que son exquise apparence, l'Armure Dragon est surtout prisée pour les puissants enchantements qui protègent son porteur des coups.
Une figurine avec cette règle spéciale a une Sauvegarde Invulnérable de 6+ contre toute blessure subie. De plus, un Sorcier avec cette règle spéciale peut porter une armure sans malus.
                 | Dragon Armour 
              Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
             | 
| Attaque enflammée | Flaming Attacks | 
| Attaques Magiques | Magical Attacks | 
| Attaques de Piétinement | Stomp Attacks | 
| Touches d'Impact | Impact Hits | 
| Aura de Blizzard 
                  La gangue de glace qui enserre un Phénix Cœur-de-givre est dure comme le verre, et ses ennemis voient leurs forces et leur résolution les quitter par sa seule présence glaciale. 
Tant qu'elles sont en contact socle à socle avec cette figurine, les figurines ennemies sont soumises à la règle spéciale Frappe en Dernier.
                 | Blizzard Aura 
              The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
             | 
| Aura Envoûtante 
                  Les Licornes brillent d'une puissance magique, une aura scintillante qui déploie un charme ensorcelant qui envoûte ceux qui s'approchent. 
Les figurines ennemies doivent effectuer un test de Commandement avant de faire le moindre jet de Touche contre cette figurine à la phase de Combat. Si ce test échoue, seuls les jets de 6 naturels touchent.
                 | Beguiling Aura 
              Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
             | 
| Barde En Ithilmar 
                  L'Ithilmar est un métal merveilleux et léger qu'on trouve dans l'Enclume de Vaul, le plus grand volcan d'Ulthuan. Un guerrier cuirassé de ce métal scintillant bénéficie d'une protection de qualité et d'une grande liberté de mouvement qui lui permet de traverser le terrain le plus hostile avec une aisance déconcertante.
Une figurine avec cette règle spéciale peut relancer tout jet de 1 à ses tests de Terrain Dangereux. De plus, un Sorcier avec cette règle spéciale peut porter une armure sans malus.
                 | Ihilmar Barding 
              Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
             | 
| Carapaçon | Barding | 
| Bienfait de Lileath 
                  Lileath est la patronne des devins et des prophètes, et elle n'est pas avare de bénédictions pour les Elfes d'Ulthuan. Les étudiants de la Haute Magie qui reçoivent son don sont imbus d'une compréhension profonde d es Vents de Magie et de leur contrôle.
Une fois par tour, une figurine avec cette règle spéciale peut relancer un seul jet de Lancement raté.
                 | Lileath's Blessing 
              Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
             | 
| Bienfaits d'Asuryan 
                  Les serviteurs les plus dévoués d'Asuryan semblent brûler d'une foi intense. Au combat, le Dieu Créateur des Elfes récompense cette foi.
Une figurine avec cette règle spéciale a une Sauvegarde Invulnérable de 5+ contre toute blessure infligée par une attaque qui a la règle spéciale Attaques Enflammées.
                 | Blessings Of Asuryan 
              The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
             | 
| Plumage ardent 
                  compte comme une armure lourde
                 | Blazing Plumage 
              counts as heavy armour
             | 
| Bouclier | Shield | 
| Souffle Saumâtre 
                  P F PA Règles Spéciales
Souffle saumâtre N/A 2 -2 Arme à Souffle
Notes: Toute unité qui subit au moins une blessure non sauvegardée de cette arme subit un modificateur de -1 à sa caractéristique d’Initiative jusqu’à votre prochaine sous-phase de Début de Tour.
                 | Briny breath 
              R S AP Special Rules
Briny breath N/A 2 -2 Breath Weapon
Notes: Any unit that suffers at least one unsaved wound from this weapon suffers a -1 modifier to its Initiative characteristic until your next Start of Turn sub-phase.
             | 
| Cape de Lion 
                  L'épaisse fourrure d'un Lion Blanc de Chrace offre une protection exemplaire contre les projectiles, mais le droit à porter un tel trophée se mérite, et cet honneur est réservé à ceux qui se sont prêtés aux rites du guerrier chracien et le s ont accomplis.
Une figurine avec cette règle spéciale améliore de 1 sa valeur d'armure (jusqu'à un maximum de 2+) contre les attaques de tir non-magiques.
                 | Lion Cloak 
              The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
             | 
| Cavalerie Rapide | Fast Cavalry | 
| Lance de cavalerie | Cavalry Spear | 
| Chayal 
                  P F PA Règles Spéciales
Chayal Combat F+2 -3 Coup Fatal, Arme à Deux Mains
Notes: Le porteur de Chayal peut relancer tout jet de Touche d’un 1 naturel à la phase de Combat.
                 | Chayal 
              R S AP Special Rules
Chayal Combat F+2 -3 Killing Blow, Two-Handed Weapon
Notes: The bearer of Chayal can re-roll any To Hit roll of a natural 1 in the Combat phase.
             | 
| Grande Lame De Chrace 
                  Les Lions Blancs arborent fièrement leur hache de bûcheron traditionnelle au combat, dont la plupart sont des trésors familiaux. Brandies depuis des siècles, aucune n'a jamais perdu son tranchant acéré, et chacune peutfendre d'un seul coup un arbre aussi sûrement qu'un ennemi.
P F FA Règles Spéciales
Grande lame de Chrace Combat F+2 -3 Arme à Deux Mains, Frappe en Dernier
                 | Chracian Great Blade 
              White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
             | 
| Griffes et crocs 
                  compte comme une arme de base
                 | Claws And Fangs 
              counts as hand weapons
             | 
| Ordre Serré | Close Order | 
| Voix Autoritaire 
                  Ishaya a passé des années à aboyer des ordres dans une mer déchaînée, au milieu des tempêtes et au cœur de la mêlée.
La Portée de Commandement d’Ishaya est augmentée de 3"; en d’autres termes, Ishaya Vess a une Portée de Commandement de 12". Si elle est le Général de votre armée, elle a une Portée de Commandement de 15".
                 | Commanding Voice 
              Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour at battle.
Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your army's Genera, she has a Command Range of 15".
             | 
| Contre Charge | Counter Charge | 
| Cri de Ralliement | Rallying Cry | 
| Détachement | Detachment | 
| Obstiné | Stubborn | 
| Écailles de dragon 
                  compte comme une armure de plate complète
                 | Draconic Scales 
              counts as full plate armour
             | 
| Feu du dragon 
                  P F PA Règles Spéciales
Feu de dragon N/A 4 -1 Arme à Souffle, Attaques Enflammées
                 | Dragon Fire 
              R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
             | 
| Écailles irisées 
                  compte comme une armure lourde
                 | Iridescent scales 
              count as heavy armour
             | 
| Eclaireurs | Scouts | 
| Réflexes Elfiques 
                  Les Elfes sont doués d'une vitesse et d'une grâce phénoménale, et frappent leurs ennemis à une vitesse étourdissante.
Une figurine avec cette règle spéciale (mais pas sa monture) a un modificateur de + 1 à sa caractéristique d'Initiative (jusqu'à un maximum de 10) au premier round de tout combat.
                 | Elven Reflexes 
              Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
             | 
| Froid Engourdissant 
                  Une aura glaciale émane du Wyrm des Mers, qui sape la force de ceux qui s’en approchent.
Tant qu’elles sont en contact socle à socle avec cette figurine, les figurines ennemies subissent un modificateur de -1 à leur caractéristique de Force (jusqu’à un minimum de 1).
                 | Enfeebling Cold 
              An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close. 
Whilst in base contact with the model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
             | 
| Terreur | Terror | 
| Esquiveur | Evasive | 
| Rapide | Swiftstride | 
| Tir&Fuite | Fire & Flee | 
| Première Charge | First Charge | 
| Vol | Fly | 
| Frappe en Premier | Strike First | 
| Frappes de Précision 
                  Ishaya a appris à ses guerriers comment identifier le point faible dans la cuirasse de l’ennemi, afin qu’ils fassent mouche même contre un adversaire lourdement protégé.
Une unité de la Garde Maritime de Lothern rejointe par Ishaya Vess améliore la caractéristique de Pénétration d’Armure de ses armes de 1.
                 | Precicion Strikes 
              Ishaya has taught her warriors how to find the weakest points in their foes' defences, able to find their mark no matter how heavily armoured their enemies might be. 
A lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1.
             | 
| Renaître des Cendres 
                  Lorsqu'un Phénix est tué, il explose en une pluie de braises. Si les Vents de Magie sont puissants, ces fragments incandescents cristallisent rapidement, et le Phénix revient à la vie. 
Quand un Phénix Spire-de-feu perd son dernier PV, jetez un D6 avant de retirer la figurine du jeu:
• Sur un jet de 1-2, le Phénix est réduit en cendres et retiré du jeu.
• Sur un jet de 3-5, le Phénix s'embrase. Chaque unité ennemie en contact socle à socle avec lui subit D6 touches de Force 3, chacune avec une PA de -1 et la règle spéciale Attaques Enflammées. Une fois ces touches résolues, cette figurine est retirée du jeu.
• Sur un jet de 6, le Phénix (et son cavalier s'il en a un) sont consumés par une boule de feu, pour renaitre immédiatement, récupérant D3 Points de Vie.
                 | From the Ashe 
              Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
             | 
| Plumage gelé 
                  compte comme une armure de plate complète
                 | Frozen plumage 
              counts as full plate armour
             | 
| Furious Charge* | Furious Charge* | 
| Grande Cible | Large Target | 
| Griffes mortelles 
                  P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
                 | Wicked Claws 
              R S AP Special Rules
Wicked claws Combat S -2 -
             | 
| Pelage de Griffon 
                  compte comme une armure lourde
                 | Griffonic pelt 
              counts as heavy armour
             | 
| Guerriers de Nagarythe 
                  Pour les guerriers de Nagarythe, il n'y a pas de répit, seulement une veille incessante contre les tentatives d'approche de leurs cousins félons. Cette vigilance éternelle en a fait des proscrits parmi leur propre peuple, et nombre de Hauts Elfes sont mal à l'aise devant leurs us rudes et insensibles. 
Une unité avec cette règle spéciale peut être uniquement rejointe par un personnage ayant l'Honneur Elfique Rôdeur des Ombres.
                 | Warriors Of Nagarythe 
              There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
             | 
| Gueule dentelée 
                  P F PA Règles Spéciales
Gueule dentelée Combat F - Arme Perforante (2), Blessures Multiples (2)
Notes: En combat, cette figurine doit faire une de ses attaques de chaque tour avec cette arme.
                 | Serrated Maw 
              R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
             | 
| Sabots 
                  compte comme une arme de base
                 | Hooves 
              counts as a hand weapon
             | 
| Sabots et Corne 
                  Compte comme une arme de base
                 | Hooves and Horn 
              count as a hand weapon
             | 
| Impétueux | Impetuous | 
| Ire De Mathlann 
                  P F PA Règles Spéciales
Ire de Mathlann Combat F+1 -2 Arme Perforante (1), Attaques Magiques
Notes: À la phase de Combat, les figurines ennemies doivent relancer un seul jet de Touche réussi contre le porteur de l’Ire de Mathlann.
                 | Mathlann's Ire 
              R S AP Special Rules
Mathlann's Ire Combat S+1 -2 Armour Bane(1), Magical Attacks
Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire
             | 
| La Fourrure de Charandis 
                  En reconnaissance de la bravoure et des états de service de Korhil, on lui tailla une magnifique cape enchantée dans la fourrure de Charandis.
Le porteur de la Fourrure de Charandis améliore sa Valeur d’Armure de 1 tant qu’il est engagé en combat, et de 2 (jusqu’à un maximum de 2+) contre les attaques de tir non magiques. En outre, le porteur gagne la règle spéciale Régénération (5+).
                 | The Pelt of Charandis 
              In recognition of Korhil's bravery and service record, a magnificent enchanted cloak was fashioned for him from the fur of a Charandis.
The wearer of the Charandis Fur improves their Armour Value by 1 while engaged in combat, and by 2 (up to a maximum of 2+) against non-magical shooting attacks. Furthermore, the wearer gains the Regeneration (5+) special rule.
             | 
| Lances d'infanterie | Thrusting Spears | 
| Serres Cinglantes 
                  P F PA Règles Spéciales
Serres cinglantes Combat F -1 Arme Perforante (1)
                 | Lashing talons 
              R S AP Special Rules
Lashing talons Combat S +1 Armour Bane (1)
             | 
| Lore Of Saphery 
                  While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
                 | Lore Of Saphery 
              While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
             | 
| Prouesses Martiales 
                  Les soldats elfes passent de nombreuses heures à perfectionner leurs routines de combat, et manient leurs longues lances avec une habileté et une grâce qui fait défaut aux rangs ennemis.
Une unité avec cette règle spéciale peut effectuer des attaques de soutien s ur son flanc ou son arrière, ainsi que sur son rang avant.
                 | Martial Prowess 
              Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
             | 
| Puissante Constitution 
                  Les Lions Blancs affirment que leur capitaine est l’Elfe le plus fort d’Ulthuan, et il est vrai que sa force physique et sa vitalité sont légendaires.
À un tour où il a effectué un mouvement de charge de 3" ou plus, Korhil gagne un modificateur de +1 à sa caractéristique de Force. De plus, Korhil est immunisé à la règle spéciale Attaques Empoisonnées. S’il est touché par une attaque ayant cette règle spéciale, l’attaque doit effectuer normalement les jets de Blessure.
                 | Mighty Constitution 
              The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary. 
During a turn in which he made a charge move of 3" or more, Korhil gains a _1 modifier to his Strength characteristic. In addition, Korhil is immunine to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.
             | 
| Mouvement à Couvert | Move Through Cover | 
| Naval Discipline 
                  The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
                 | Naval Discipline 
              The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
             | 
| Ordre Dispersé | Open Order | 
| Queue De Serpent 
                  P F PA Règles Spéciales
Queue de serpent Combat F+2 -2 Frappe en Dernier
Notes: En combat, cette figurine doit effectuer 1 de ses attaques avec cette arme à chaque tour.
                 | Serpentine tail 
              R S AP Special Rules
Serpentine tail Combat S+2 -2 Strike Last
Notes: In combat, this model must make one of its attacks each turn with this weapon.
             | 
| Quick Shot | Quick Shot | 
| Repeater Bolt Thrower | Repeater Bolt Thrower | 
| Sillage de Feu 
                  Quand un Phénix Spire-de-feu s'enrage, son plumage explose en une bouffée de magie, permettant à la créature de laisser une traîne de feu cruel dans son sillage. 
Cette figurine peut effectuer une attaque de "Sillage de Feu" contre une seule unité ennemie qui n'est pas engagée en combat. Pour ce faire, cette figurine doit survoler l'unité qu'elle souhaite attaquer pendant la sous-phase des Mouvements Restants. Une fois le mouvement de cette figurine terminé, l'unité ennemie subit D6 touches de Force 4, chacune avec une PA de -1 et avec la règle spéciale Attaques Enflammées.
                 | Wake Of Fire 
              When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
             | 
| Tirailleurs | Skirmishers | 
| Sorcier | Wizard | 
| Valeur des âges 
                  Au fil des âges, les Hauts Elfes d'Ulthuan sont restés inflexibles face à la multiplicité des forces des puissances de la ruine. Ils ont fait face à des légions démoniaques, des hordes de guerriers du Chaos aux armures noires, et même à leurs frères félons, sacrifiant tout pour défendre leurs royaumes.
Une unité avec cette règle spéciale peut relancer tout test de Panique raté quand elle subit de lourdes pertes ou quand une unité am ie fuit à travers elle.
                 | Valour Of Ages 
              Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
             | 
| Vétérans | Veteran | 
| FR | EN | 
|---|---|
| Ammulette d'Opale 
                  L'Amulette d'Opale confère une protection puissante, mais elle demeure fragile et se brise facilement. 
Usage unique. Une Amulette d'Opale confère à son porteur une Sauvegarde Invulnérable de 2+ contre une seule blessure.
                 | Opal Amulet 
              Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken.
Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.
             | 
| Amulette de la Tempête 
                  Autour de cette amulette délicate et sans apprêt, les Vents de Magie soufflent avec la fureur de la tempête, perturbant les manœuvres des Sorciers ennemis.
L’Amulette de la Tempête ne peut être prise que par une figurine de l’Armée de l’Infamie de Garnison de la Garde Maritime. 
Tant qu’ils sont à 9" du porteur de l’Amulette de la Tempête, les Sorciers ennemis ne peuvent pas ajouter leur Niveau de Sorcellerie à leurs jets de Lancement.
                 | Amulet Of The Tempest 
              About this delicate and unadorned silver amulet the Winds of Magic boil with a storm's fury, confounding the wits of enemy Wizards. 
The Amulet of the Tempest may only be taken by a model in a Sea Guard Garrison Army of Infamy.  Whilst within 9" of the bearer of the Amulet of the Tempest, enemy Wizards cannot add their Level of Wizardry to their Casting rolls.
             | 
| Anneau de Fureur 
                  Les Elfes d’Ulthuan sont renommés pour leurs talents dans l’art de façonner des anneaux magiques, et les Anneaux de fureur en fer noir sont très populaires chez les guerriers elfes.
Le porteur d’un Anneau de Fureur peut lancer le sort Main de Marteau du Domaine de Magie de Bataille en tant que sort Lié, avec un Niveau de Pouvoir de 2.
                 | Ring Of Fury 
              The Elves of Ulthuan are known for their skill at crafting magical rings, and black iron Rings of Fury are popular amongst Elven warriors.
The wielder of a Ring of Fury can cast the Hammerhand spell from Lore of Battle Magic as a Bound spell, with a Power Level of 2.
             | 
| Cristal Des Annulii 
                  Déterré loin sous les Montagnes des Annulii, ce cristal a été poli par le vortex magique qui s'engouffre au centre d'Ulthuan, si bien qu'il attire à lui l'énergie magique. 
Une fois par tour, après avoir lancé un sort avec succès, le porteur du Cristal des Annulii a le droit d'oublier le sort en question et d'en générer un autre tout de suite (hormis les sorts emblématiques) de la façon habituelle. 
Notez qu'il est possible que le Sorcier génère le sort qu'il vient d'oublier, ou un sort oublié à un tour précédent. C'est le destin.
                 | Annulian Crystal 
              Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it.
Once per turn, upon successfully casting a spell, the bearer of the Annulian Crystal can choose to forget that spell and immediately generate another (not including signature spells) in the usual manner.
Note that it is possible the Wizard might generate the spell they just forgot, or one forgotten in a previous turn. Consider it fate.
             | 
| Arc du Patrouilleur 
                  Certain es lége nd es prétendent que cet arc fut assemblé par le Prince Arathion d'Ellyrion, il y a un millénaire de cela.
P F PA Règles Spéciales
Arc du Patrouilleur 30" F+ 1 Attaques Magiques
Notes: L'Arc du Patrouilleur compte comme un Arc d'Avelorn. Le porteur de l'Arc du Patrouilleur peut effectuer autant d'attaques de tir que sa caractéristique d'Attaques, au li eu de 1 habituellement. Cette figurine ne subit aucun modificateur dû aux tirs multiples.
                 | Reaver Bow 
              Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago.
R S AP Special Rules
Reaver Bow 30" S+1 - Magical Attacks
Notes: The Reaver Bow counts as a Bow of Avelorn. The wielder of the Reaver Bow may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots.
             | 
| Arc du Voyageur 
                  Taillé d’une seule pièce dans la branche d’un bouleau d’argent très rare, et offert à Ulanor de la Garde Maritime par Finubar en personne, cet arc puissant serait capable de couler un navire!
P F PA Règles Spéciales
Arc du Voyageur 30" 5 -3 Encombrant, Attaques Magiques, Blessures Multiples (D3), De Part en Part
Notes: L’Arc du Voyageur compte comme un Arc d’Avelorn. Il tire comme une baliste, en utilisant la règle spéciale “De Part en Part” (voir page 223 du livre de règles de Warhammer: the Old World).
                 | Bow Of The Seafarer 
              Crafted from a single piece of rare silverwood and gifted to Ulanor of the Sea Guard by Fins himself, this mighty bow is rumoured to be capable of sinking ships!
R S AP Special Rules 
Bow of the Seafarer 30" 5 -3 Cumbersome, Magical Attacks, Mini Wounds (D3), Through & Through
Notes: The Bow of the Seafarer counts as a Bow of Avelorn. The Bow of the Seafarer shoots like a bolt thrower, using the 'Through & Through' special rule (see page 223 of the Warhammer: the Old World rulebook).
             | 
| Arcane Familiar 
                  Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
 The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
                 | Arcane Familiar 
              Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
 The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
             | 
| Armure de Caledor 
                  Chaque pièce de cette armure provient de protections portées autrefois par de grands héros de Caledor, et qui ont été perdues depuis.
L'Armure de Caledor est une armure de plate complète. De plus, son porteur a une Sauvegarde Invulnérable de 5+ contre toute blessure subie.
                 | Armour Of Caledor 
              Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero.
The Armour of Caledor is a suit of full plate armour.
In addition, its wearer has a 5+ Ward save against any wounds suffered.
             | 
| Armour Of Destiny 
                  The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
 The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
                 | Armour Of Destiny 
              The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
 The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
             | 
| Armour Of Meteoric Iron 
                  This heavy armour was forged of ore mined from a meteor that fell from the heavens.
 The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
                 | Armour Of Meteoric Iron 
              This heavy armour was forged of ore mined from a meteor that fell from the heavens.
 The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
             | 
| Armour Of Silvered Steel 
                  Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
 The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
                 | Armour Of Silvered Steel 
              Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
 The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
             | 
| Armure Des étoiles 
                  Ornée de gemmes étincelantes sur un fond du bleu le plus profond, l’Armure des Étoiles estun véritable joyau.
Figurines dont le type de troupe est “infanterie” ou “cavalerie” uniquement.
L’Armure des Étoiles est une armure lourde.
De plus, le porteur est immunisé à la règle spéciale Coup Fatal. Si le porteur est atteint par un Coup Fatal, il peut effectuer normalement des sauvegardes d’armure et de Régénération. Si la blessure n’est pas sauvegardée, il perd un seul Point de Vie.
                 | Armour Of Stars 
              Decorated with glittering gems set in deepest blue lacquer, the Armour of Stars is a wonder to behold.
Models whose troop type is 'infantry' or 'cavalry' only. [cite: 18] The Armour of Stars is a suit of heavy armour. [cite: 18] In addition, the wearer is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. [cite: 20] If the wound is unsaved, they lose a single Wound.
             | 
| Baguette d'Argent 
                  Cette baguette est recouverte de lignes de runes intriquées écrites dans un langage oublié.
Le porteur de la Baguette d'Argent connaît 1 sort de plus (choisi de la façon habituelle) que la normale pour son Niveau de Sorcellerie. 
Notez que cela n'augmente pas le Niveau du Sorcier.
                 | Silvery Wand 
              This slender wand is covered with many intricately carved lines of winding runes in an ancient script.
The bearer of the Silvery Wand knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
             | 
| Bâton de Solidité 
                  Le Bâton de Solidité absorbe et dissipe l’énergie maléfique, et protège ainsi son porteur.
Usage unique.
Une fois par partie, quand le porteur du Bâton de Solidité doit effectuer un jet sur le tableau des Fiascos, il peut choisir de ne pas le faire.
                 | Staff Of Solidity 
              The Staff of Solidity absorbs and dissipates malign energy, protecting its wielder from harm.    
Single use.  Once per game, when the bearer of the Staff of Solidity is required to roll on the Miscast table, they may choose not to.
             | 
| Bedazzling Helm 
                  A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
 May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
                 | Bedazzling Helm 
              A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
 May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
             | 
| Berserker Blade 
                  Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
 R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
                 | Berserker Blade 
              Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
 R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
             | 
| Biting Blade 
                  The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
 R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
                 | Biting Blade 
              The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
 R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
             | 
| Lame D’or Marin 
                  Forgée dans les abysses et affûtée par les flots déchaînés, cette lame étincelante frappe avec la force irrésistible de l’océan.
P F PA Règles Spéciales
Lame d’Or Marin Combat F+1 -1 Attaques Magiques, Blessures Multiples (D3)
Notes: La Lame d’Or Marin ne peut être prise que par les figurines d’une Armée de l’Infamie de Garnison de la Garde Maritime.
                 | Blade Of Sea Gold 
              Forged in the crushing depths and honed by crashing waves, this gleaming blade strikes with the unstoppable power of the ocean itself.
R S AP Special Rules 
Blade of Sea Gold Combat S+1 -1  Magical Attacks, Multiple Wounds (D3) 
Notes: The Blade of Sea Gold may only be taken by models in a Sea Guard Garrison Army of Infamy.
             | 
| Bouclier de l’Aube 
                  Ce bouclier poli orné d’entrelacs et recouvert de tous les ors connus peut éblouir l’adversaire.
Le Bouclier de l’Aube est un bouclier. De plus, toute figurine ennemie qui dirige ses attaques contre son porteur à la phase de Combat doit relancer tout jet de Touche d’un 6 naturel.
                 | The Golden Shield 
              A highly polished shield inlaid with swirling patterns, the Golden Shield dazzles the foc.
The Golden Shield is a shield. [cite: 22] In addition, any enemy model that directs its attacks against its bearer during the Combat phase must re-roll any rolls To Hit of a natural 6.
             | 
| Burning Blade 
                  Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
 R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
                 | Burning Blade 
              Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
 R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
             | 
| Cape de Barbes 
                  Une aura de peur et de colère nimbe ce trophée sinistre de la Guerre de la Barbe, imprégnant les alliés comme les ennemis d'un malaise palpable. 
Le porteur de la Cape de Barbes cause la Terreur. Cependant, cette cape est si perturbante que les autres figurines ne peuvent pas utiliser le Commandement du porteur.
                 | The Cloak Of Beards 
              An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease.
The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer’s Leadership.
             | 
| Cape du Maître du Savoir 
                  Enveloppé dans cette cape gris pâle, le porteur semble perdre sa consistance et devenir rien de plus qu'une illusion. 
Le porteur de la Cape du Maître du Savoir et toute unité qu'il a rejointe ont une Sauvegarde Invulnérable de 4+ contre toute blessure subie à cause d'un Projectile Magique.
                 | The Loremaster’s Cloak 
              Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory.
The bearer of the Loremaster’s Cloak and any unit they have joined has a 4+ Ward save against any wounds suffered that were caused by a Magic Missile.
             | 
| Charmed Shield 
                  A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
 The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
                 | Charmed Shield 
              A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
 The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
             | 
| Diadème d’Atrazar 
                  Ce diadème serti de gemmes irradie une aura qui protège son porteur du danger.
Le porteur du Diadème d’Atrazar a +1 Point de Vue sur son profil. De plus, si le type de troupe du porteur est “infanterie” ou “cavalerie”, il a un modificateur de +1 à sa caractéristique d’Endurance.
                 | Circlet Of Atrazar 
              This gem-studded circlet radiates an aura that protects its wearer from harm.
The wearer of the Circlet of Atrazar has +1 Wound on their profile. [cite: 23] In addition, if the bearer's troop type is 'infantry' or cavalry, they have a + 1 modifier to their Toughness characteristic.
             | 
| Dawnstone 
                  The magic trapped within this semi-precious stone binds together shattered armour plates.
 The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
                 | Dawnstone 
              The magic trapped within this semi-precious stone binds together shattered armour plates.
 The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
             | 
| Dispel Scroll 
                  The Wizard reads aloud a charm of unbinding from an enchanted scroll.
 Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
                 | Dispel Scroll 
              The Wizard reads aloud a charm of unbinding from an enchanted scroll.
 Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
             | 
| Heaume Dragon 
                  Façonné à l'image de la tête d'une grande guivre, le Heaume Dragon se souvient de la chaleur de sa forge, et protège son porteur de la morsure des flammes. 
Peut être porté avec d'autres armures. Le porteur du Heaume Dragon améliore de 1 sa valeur d'armure (jusqu'à un maximum de 2+). De plus, son porteur a une Sauvegarde Invulnérable de 6+ contre toute blessure infligée par une attaque qui a la règle spéciale Attaques enflammées.
                 | Dragon Helm 
              Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame.
May be worn with other armour. The wearer of the Dragon Helm improves their armour value by 1 (to a maximum of 2+). In addition, its wearer has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
             | 
| Dragon Slaying Sword 
                  A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
 R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
                 | Dragon Slaying Sword 
              A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
 R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
             | 
| Duellist’s Blades 
                  Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
 R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
                 | Duellist’s Blades 
              Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
 R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
             | 
| Earthing Rod 
                  Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
 Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
                 | Earthing Rod 
              Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
 Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
             | 
| Encens Sacré 
                  Ce fagot d’encens, béni par les gardiens du Temple d’Asuryan, peut brûler des jours durant, nimbant son porteur de la fumée odorante des temples.
Toute figurine ennemie qui cible ce personnage ou toute unité qu’il a rejointe à la phase de Tir subit un modificateur additionnel de -1 à ses jets de Touche.
                 | Sacred Incense 
              This bundle of incense, blessed by the wardens of the Shrine of Asuryan, will burn for days, wreathing its bearer with the scented smoke of the temples.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
             | 
| Enchanted Shield 
                  A finely crafted and sturdy shield that protects its bearer from harm time and time again.
 The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
                 | Enchanted Shield 
              A finely crafted and sturdy shield that protects its bearer from harm time and time again.
 The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
             | 
| Épée Blanche 
                  Une lame légendaire forgée pour Aren, l'un des premiers Maîtres des Épées de Hoeth. I'Épée Blanche est aussi grande qu'un Elfe, et pourtant aussi légère qu'une branche de saule.
P F PA Règles Spéciales
L'Épée Blanche Combat F+3 -2 Attaques Magiques, Tueur de Monstres, Arme à Deux Mains, Frappe en Dernier
Notes: Les figurines dont le Type de Troupe est "infanterie" ou "char" uniquement.
                 | The White Sword 
              A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch.
R S AP Special Rules
The White Sword Combat S+3 -2 Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last
Notes: Models whose troop type is ‘infantry’ or ‘chariot’ only.
             | 
| Épée Du Bannissement 
                  Cette lame étrange et ondulée fut ramassée près du cadavre d'un Champion du Chaos. Nul ne sait où lui-même l'avait trouvée, pas plus qu'on ne se souvient du nom de l'Elfe qui l'a ramassée.
P F PA Règles Spéciales
Épée du Bannissement Combat F  - Attaques Magiques
Notes: Quand le porteur de !'Épée du Bannisse ment fait un jet de Blessure, un jet de 4+ réussit toujours, quelle que soit !'Endurance de la cible.
                 | Foe Bane 
              This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it.
R S AP Special Rules
Foe Bane Combat S - Magical Attacks
Notes: When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
             | 
| Feedback Scroll 
                  When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
 Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
                 | Feedback Scroll 
              When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
 Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
             | 
| Flying Carpet 
                  Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
                 | Flying Carpet 
              Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
             | 
| Giant Blade 
                  A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
 R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
                 | Giant Blade 
              A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
 R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
             | 
| Glittering Scales 
                  Each and every scale of this armoured surcoat is crafted from shards of precious metal.
 The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
                 | Glittering Scales 
              Each and every scale of this armoured surcoat is crafted from shards of precious metal.
 The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
             | 
| Graine de Renaissance 
                  Cette graine du cœur d'Athel Loren, offerte aux Hauts Elfes par leurs lointains cousins, insuffle au porteur une magie vivifiante. 
La Graine de Renaissance confère à son porteur la règle spéciale Régénération (5+).
                 | Seed Of Rebirth 
              A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic.
The Seed of Rebirth gives its bearer the Regeneration (5+) special rule.
             | 
| Headsman’s Axe 
                  A wide bladed axe, steeped in the blood of its countless helpless victims.
 R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
                 | Headsman’s Axe 
              A wide bladed axe, steeped in the blood of its countless helpless victims.
 R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
             | 
| Healing Potion 
                  Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
 Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
                 | Healing Potion 
              Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
 Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
             | 
| L’Éclat De Vortex 
                  Taillé dans une Pierre Gardienne brisée, l’Éclat de Vortex a le pouvoir de faire tomber les Vents de Magie.
Usage unique.
Un Sorcier peut tenter d’utiliser cet objet au lieu d’effectuer une tentative de dissipation. S’il le fait, le sort est dissipé automatiquement sans nécessiter de jet de Dissipation. De plus, tous les sorts qui “Restent en Jeu” qui sont en jeu à ce moment-là sont dissipés, y compris les sorts lancés par des Sorciers amis.
                 | The Vortex Shard 
              Hewn from a shattered Waystone, the Vortex Shard has the power to becalm the Winds of Magic. 
Single use.  A Wizard may use this item instead of making a dispel attempt.  If they do so, the spell is automatically dispelled with no Dispel roll required.  In addition, all 'Remains in Play' spells currently in play are dispelled, including spells cast by friendly Wizards.
             | 
| Lame d'Or Bondissant 
                  Épée la plus équilibrée qui fut jamais forgée de mémoire d'Elfe, la Lame d'Or Bondissant confère une vitesse et une vigueur surnaturelle au brave, et réserve une mort des plus rapides au veu le et au corro mpu.
P F PA Règles Spéciales
La Lame d'Or Bondissant Combat F -  Arme Perforante (2), Attaques Magiques Attaques Supplémentaires ( +D3)
                 | The Blade Of Leaping Gold 
              To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made.
R S AP Special Rules
The Blade of Combat S - Armour Bane (2), Extra Attacks (+D3), Leaping Gold Magical Attacks
             | 
| Lance Des étoiles 
                  Les lignes gracieuses de cette arme forgée dans le métal d’une étoile filante dissimulent un redoutable pouvoir.
P F PA Règles Spéciales
Lance des Étoiles Combat F+3 -4 Attaques Magiques, Frappe en Premier
Notes: Figurines dont le type de troupe est “cavalerie” ou “monstre” uniquement. La Lance des Étoiles ne peut être utilisée qu’à un tour où le porteur a chargé. Dans les tours suivants (ou si le porteur n’a pas chargé) la figurine doit utiliser son arme de base à la place.
                 | Star Lance 
              Forged from the metal of a fallen star, this weapon's graceful lines belie the formidable power it grants its wielder.
R S AP Special Rules 
Star Lance  Combat S+3 -4 Magical Attacks, Strike First 
Notes: Models whose troop type is 'cavalry' or 'monster' only. The Stare can only be used during a turn in which the wielder charged. In subsequent turns (or if the seselder did not charge) the model must use its hand weapon instead.
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| Le Pendentif du Trompeur 
                  Bien que les pendentifs que portent les fidèles de Loec le Trompeur soient de facture simple, ils sont chargés de son pouvoir.
Usage unique. Un Sorcier peut utiliser le Pendentif du Trompeur quand il tente une Dissipation Magique. S’il le fait, jetez un D6 supplémentaire quand vous faites le jet de Dissipation et défaussez le plus bas résultat. Si le sort est dissipé, le Sorcier qui a tenté de le lancer ne peut pas tenter de lancer d’autres sorts pour le restant du tour en cours. Toutefois, si un double 1 est obtenu avec n’importe lesquels des dés jetés, le porteur est surclassé.
                 | The Trickster's Pendant 
              Though the pendants worn by devotees of Loec the Trickster are simple, they are loaded with power.
Single use.  A. Wizard may use the Trickster's Pendant when attempting a Wizardly dispel If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.  le the spell is dispelled, the Wizard that attempted to cast it cannot attempt to cast any more spells for the remainder of the current turn.  However, if a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art.
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| Lore Familiar 
                  By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
 The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
                 | Lore Familiar 
              By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
 The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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| Luckstone 
                  Can luck be trapped within a dull stone pendant? Possibly.
 Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
                 | Luckstone 
              Can luck be trapped within a dull stone pendant? Possibly.
 Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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| Pierre de Nuit 
                  Ceux doués de vision magique voient le porteur de cette pierre noire et lisse comme un gouffre insondable, un espace où rien n'existe dans le royaume de la magie.
Tant qu'ils sont à portée de Commandement du porteur, tous les Sorciers (amis ou ennemis) subissent un modificateur de -1 à leurs jets de Lancement et de Dissipation.
De plus, à la sous-phase de Commandement de son tour, s'il n 'est pas engagé en combat, ce personnage peut tenter d'utiliser la Pierre de Nuit en effectuant un test de Commandement (avec son propre Commandement non modifié). En cas de réussite, jusqu'à votre prochaine sous-phase de Début du Tour, ce personnage cannot ne peut être ciblé par aucun sort et est immunisé aux effets de tous l es sorts.
                 | Null Stone 
              Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic.
Whilst within the Command range of the bearer, all Wizards (friend or foe) suffer a -1 modifier to their Casting and Dispel rolls.
In addition, during the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Null Stone by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of any spells.
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| Obsidian Lodestone 
                  An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
 A model may purchase up to three Obsidian Lodestones.
 A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
                 | Obsidian Lodestone 
              An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
 A model may purchase up to three Obsidian Lodestones.
 A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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| Ogre Blade 
                  A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
 R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
                 | Ogre Blade 
              A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
 R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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| Paymaster’s Coin 
                  This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
 Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
                 | Paymaster’s Coin 
              This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
 Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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| Potion Of Foolhardiness 
                  A magical brew that fills the drinker with courage… it may actually just be strong liquor.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
                 | Potion Of Foolhardiness 
              A magical brew that fills the drinker with courage… it may actually just be strong liquor.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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| Potion Of Speed 
                  A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
                 | Potion Of Speed 
              A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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| Potion Of Strength 
                  A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
                 | Potion Of Strength 
              A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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| Potion Of Toughness 
                  Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
                 | Potion Of Toughness 
              Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
 Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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| Power Scroll 
                  Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
 Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
                 | Power Scroll 
              Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
 Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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| Ruby Ring Of Ruin 
                  Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
 The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
                 | Ruby Ring Of Ruin 
              Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
 The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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| Scroll Of Transmogrification 
                  For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
 Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
 On a roll of 4+, the Wizard returns to normal (but retains a love of water).
                 | Scroll Of Transmogrification 
              For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
 Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
 On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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| Shield Of The Warrior True 
                  A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
 The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
                 | Shield Of The Warrior True 
              A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
 The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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| Signe d'Asuryan 
                  Ce signe est tatoué sur la main du Mage avec une encre préparée dans les flammes sacrées d'Asuryan. À la première utilisation, le tatouage disparaît comme s'il n'avait jamais été là. 
Usage unique. Un Sorcier peut utiliser cet objet au lieu d'effectuer une tentative de dissipation. S'il le fait, le sort est automatiquement dissipé sans qu'il faille un jet de Dissipation. 
Notez qu'on ne peut pas dissiper une invocation parfaite.
                 | Sigil Of Asuryan 
              The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
Note that a perfect invocation cannot be dispelled.
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| Spelleater Axe 
                  Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
 R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
                 | Spelleater Axe 
              Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
 R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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| Spellshield 
                  The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
 The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
                 | Spellshield 
              The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
 The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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| Sword Of Battle 
                  A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
 R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
                 | Sword Of Battle 
              A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
 R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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| Sword Of Might 
                  Bound around with powerful runes that increase its power and enhance the strength of its bearer.
 R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
                 | Sword Of Might 
              Bound around with powerful runes that increase its power and enhance the strength of its bearer.
 R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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| Sword Of Striking 
                  Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
 R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
                 | Sword Of Striking 
              Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
 R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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| Sword Of Swiftness 
                  Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
 R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
                 | Sword Of Swiftness 
              Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
 R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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| Talisman Of Protection 
                  A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
 The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
                 | Talisman Of Protection 
              A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
 The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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| Wand Of Jet 
                  Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
 The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
 Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
                 | Wand Of Jet 
              Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
 The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
 Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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| Wizarding Hat 
                  This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
 The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
 However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
                 | Wizarding Hat 
              This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
 The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
 However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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| FR | EN | 
|---|---|
| Bannière de Protection Magique 
                  Le lourd tissu de cette bannière crépite d'énergie magique, signe qu'elle renferme un puissant charme de protection. 
Une unité portant la Bannière de Protection Magique gagne la règle spéciale Résistance à la Magie (-3). De plus, les unités amies à 6" de la figurine portant cette bannière gagnent la règle spéciale Résistance à la Magie (-1).
                 | Banner Of Arcane Protection 
              The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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| Bannière D’Équilibre. 
                  L’étoffe de cette bannière est imprégnée d’énergie magique et chargée de charmes puissants.
Quand elles sont en contact socle à socle avec une unité portant la Bannière d’Équilibre, les unités ennemies ne peuvent pas relancer les jets de Touche ou de Blessure. Cependant, l’unité portant la Bannière d’Équilibre ne le peut pas non plus.
                 | Banner Of Balance 
              The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
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| Bannière d’Assurance 
                  Cet étendard de soie gonfle d’une confiance renouvelée les cœurs de ceux qui combattent dans son ombre.
Une unité portant la Banner of Confidence ne subit pas le modificateur habituel de -1 aux jets de touche quand elle effectue une réaction de charge Tenir sa Position & Tirer.
                 | Banner Of Confidence 
              This silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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| Bannière d'Ellyrion 
                  Ce petit étendard représente Korhandir, le père de tous les chevaux, et donne au régiment du porteur une énergie inextinguible. 
Une unité portant la Bannière d'Ellyrion gagne la règle spéciale Mouvement à Couvert.
                 | Banner Of Ellyrion 
              This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
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| Banner Of Iron Resolve 
                  No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
 A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
                 | Banner Of Iron Resolve 
              No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
 A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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| Bannière de Résilience 
                  Orné d’un millier d’écailles de dragon d’émeraude, cet étendard ancien transmet sa puissance aux Elfes qui combattent derrière lui.
Une unité portant la Bannière de Bannière de Résilience a un modificateur de +1 à sa caractéristique d’Endurance
                 | Banner of Resilience 
              Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
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| Bannière de Bataille 
                  Cette bannière ouvragée est sertie de gemmes et brodée de scènes détaillées des plus grandes victoires d'Ulthuan. 
Quand on calcule son résultat de combat, une unité portant la Bannière de Bataille peut recevoir un bonus additionnel de +D3 points de résultat de combat.
                 | Battle Banner 
              This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
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| Étendard du Lion 
                  Le courage d'un Lion de Chrace imprègne le cœur de ceux qui servent sous cette bannière. 
Une unité portant l'Étendard du Lion réussit automatiquement tout test de Peur ou de Terreur qu'elle est amenée à faire.
                 | Lion Standard 
              The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
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| La Bannière de Lothern 
                  La Bannière de Lothern n’est brandie que par ceux qui incarnent véritablement l’esprit martial de la Garde Maritime.
Si une unité portant la Bannière de Lothern est équipée de lances d’infanterie,
la moitié des figurines du troisième rang ou colonne (c.-à-d., le rang ou colonne directement derrière celui ou celle qui peut normalement effectuer des attaques de soutien), arrondi au supérieur, peut effectuer des attaques de soutien.
                 | The Banner Of Lothern 
              The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (Le.. the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
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| Rampaging Banner 
                  As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
 When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
                 | Rampaging Banner 
              As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
 When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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| Razor Standard 
                  Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
 A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
                 | Razor Standard 
              Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
 A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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| The Blazing Banner 
                  An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
 A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
                 | The Blazing Banner 
              An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
 A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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| War Banner 
                  A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
 When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
                 | War Banner 
              A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
 When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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