Orcs & Goblins

Orcs & Goblins

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Skarsnik's Prodder
Aiguillon de Skarsnik
Skarsnik's Prodder
Skarsnik's Prodder
Skarsnik's Prodder
Skarsnik's Prodder
Animosity
Animosity
Animosity
Animosity
Animosity
Animosity
Bow
Arc
Portée : 24 ps Force : 3 Règles Spéciales : Tir de volée
Bow
Bow
Bow
Bow
Short bow
Arc court
Portée : 18 ps Force : 3 Règles Spéciales : Tir de volée
Short bow
Short bow
Short bow
Short bow
Hand weapon
Arme de base
Portée : CaC Force : Util. Règles Spéciales : -
Hand weapon
Hand weapon
Hand weapon
Hand weapon
Great Weapon
Arme Lourde
Portée : CaC Force : +2 Règles Spéciales : Arme à de mains, frappe toujours en dernier
Great Weapon
Great Weapon
Great Weapon
Great Weapon
Armed to da Teef
Armed to da Teef
Armed to da Teef
Armed to da Teef
Armed to da Teef
Armed to da Teef
Blood-Forged Armour
Armur' k'en a Vu
Blood-Forged Armour
Blood-Forged Armour
Blood-Forged Armour
Blood-Forged Armour
Azhag's Ard Armour
Armur' Kidur' d'Azhag
Azhag's Ard Armour
Azhag's Ard Armour
Azhag's Ard Armour
Azhag's Ard Armour
Light armour
Armure légére
Confère à son porteur une Svg d'armure de 6+
Light armour
Light armour
Light armour
Light armour
Heavy armour
Armure lourde
Confère à son porteur une Svg d'armure de 5+
Heavy armour
Heavy armour
Heavy armour
Heavy armour
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Axe of Grom
La Hac' eud'Grom
Axe of Grom
Axe of Grom
Axe of Grom
Axe of Grom
Baleful Mask
Masq' Malfezan'
Baleful Mask
Baleful Mask
Baleful Mask
Baleful Mask
Lucky Banner
Bannièr' d'la Baraka
Lucky Banner
Lucky Banner
Lucky Banner
Lucky Banner
Bonewood Staff
Bâton en Oss'é en Bois
Bonewood Staff
Bonewood Staff
Bonewood Staff
Bonewood Staff
Bone bow
Bone bow
Bone bow
Bone bow
Bone bow
Bone bow
Bone, club or bit of tree
Bone, club or bit of tree
Bone, club or bit of tree
Bone, club or bit of tree
Bone, club or bit of tree
Bone, club or bit of tree
Shield
Bouclier
+1 à la sauvegarde d'armure.
Shield
Shield
Shield
Shield
Eats Elves for Breakfast
Bouff' dé Zelf' au P'tit Dèj'
Eats Elves for Breakfast
Eats Elves for Breakfast
Eats Elves for Breakfast
Eats Elves for Breakfast
Size Matters
Cé k'dé Minus
Size Matters
Size Matters
Size Matters
Size Matters
Tusker Charge
Charge Furieuse
Tusker Charge
Tusker Charge
Tusker Charge
Tusker Charge
Choppa
Kikoup'
Choppa
Choppa
Choppa
Choppa
Completely Out of Control
Completely Out of Control
Completely Out of Control
Completely Out of Control
Completely Out of Control
Completely Out of Control
Thick-Skinned
Coriace
Thick-Skinned
Thick-Skinned
Thick-Skinned
Thick-Skinned
Killing Blow
Coup Fatal
Killing Blow
Killing Blow
Killing Blow
Killing Blow
The Crown of Sorcery
Couronne de Sorcellerie
The Crown of Sorcery
The Crown of Sorcery
The Crown of Sorcery
The Crown of Sorcery
Creeping Accault
Creeping Accault
Creeping Accault
Creeping Accault
Creeping Accault
Creeping Accault
Crude hand weapons
Crude hand weapons
Crude hand weapons
Crude hand weapons
Crude hand weapons
Crude hand weapons
Da Boss 'as a Plan!
Le Chef il a un Plan !
Da Boss 'as a Plan!
Da Boss 'as a Plan!
Da Boss 'as a Plan!
Da Boss 'as a Plan!
Da Great Leader
Le Grand Patron
Da Great Leader
Da Great Leader
Da Great Leader
Da Great Leader
Da Howlerz
Da Howlerz
Da Howlerz
Da Howlerz
Da Howlerz
Da Howlerz
Da Immortulz
Lé Zimmortels
Da Immortulz
Da Immortulz
Da Immortulz
Da Immortulz
Deff Creepers
Deff Creepers
Deff Creepers
Deff Creepers
Deff Creepers
Deff Creepers
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Howdah Crew
Equipage Du Howdah
Howdah Crew
Howdah Crew
Howdah Crew
Howdah Crew
Explodin' Spores
Explodin' Spores
Explodin' Spores
Explodin' Spores
Explodin' Spores
Explodin' Spores
Extra Boingy
Extra Boingy
Extra Boingy
Extra Boingy
Extra Boingy
Extra Boingy
Fall Over
Fall Over
Fall Over
Fall Over
Fall Over
Fall Over
Squiggly Beast
Familier-Squig
Squiggly Beast
Squiggly Beast
Squiggly Beast
Squiggly Beast
Fangspike
Fangspike
Fangspike
Fangspike
Fangspike
Fangspike
Fast Cavalry
Fast Cavalry
Fast Cavalry
Fast Cavalry
Fast Cavalry
Fast Cavalry
Fear
Peur
Fear
Fear
Fear
Fear
Fear Elves
Peur des Elfes
Fear Elves
Fear Elves
Fear Elves
Fear Elves
Fly
Vol
Fly
Fly
Fly
Fly
Force of Total Destruction
Force of Total Destruction
Force of Total Destruction
Force of Total Destruction
Force of Total Destruction
Force of Total Destruction
Forest Strider
Guide Des Forêts
Forest Strider
Forest Strider
Forest Strider
Forest Strider
Frenzy
Frénésie
Frenzy
Frenzy
Frenzy
Frenzy
Get on Wiv it!
Silens' dans lé Rangs !
Get on Wiv it!
Get on Wiv it!
Get on Wiv it!
Get on Wiv it!
Giant Special Attacks
Giant Special Attacks
Giant Special Attacks
Giant Special Attacks
Giant Special Attacks
Giant Special Attacks
Gitsnik
Gitsnik
Gitsnik
Gitsnik
Gitsnik
Gitsnik
Gone Crazy!
Gone Crazy!
Gone Crazy!
Gone Crazy!
Gone Crazy!
Gone Crazy!
Large target
Grande Cible
Large target
Large target
Large target
Large target
Grom's Waaagh!
La Waaagh ! Grom
Grom's Waaagh!
Grom's Waaagh!
Grom's Waaagh!
Grom's Waaagh!
Hatred
Haine
Hatred
Hatred
Hatred
Hatred
Huge array of weapons
Huge array of weapons
Huge array of weapons
Huge array of weapons
Huge array of weapons
Huge array of weapons
Immune to Psychology
Immunisé à la psychologie
Immune to Psychology
Immune to Psychology
Immune to Psychology
Immune to Psychology
Impact Hits
Touche D'impact
Impact Hits
Impact Hits
Impact Hits
Impact Hits
Unbreakable
Indémoralisable
Une unité entièrement composée de figurines indémoralisables est immunisée à la psychologie et réussit automatiquement ses tests de moral, quelles que soient les circonstances ! Les personnages n'étant pas indémoralisables ne peuvent pas rejoindre une unité qui l'est (même s'ils le momentanément pour une raison ou autre, comme un sort par exemple).
Unbreakable
Unbreakable
Unbreakable
Unbreakable
Ker-splat!
Ker-splat!
Ker-splat!
Ker-splat!
Ker-splat!
Ker-splat!
Slagga's Slashas
Koup'rets de Slagga
Slagga's Slashas
Slagga's Slashas
Slagga's Slashas
Slagga's Slashas
Spear
Lance légère
Spear
Spear
Spear
Spear
Orcs are da Best
Lé Zorks cé lé Mieu' !
Orcs are da Best
Orcs are da Best
Orcs are da Best
Orcs are da Best
Loner
Loner
Loner
Loner
Loner
Loner
Magic Mushrooms
Magic Mushrooms
Magic Mushrooms
Magic Mushrooms
Magic Mushrooms
Magic Mushrooms
Sneaky Schemes
Maniganss' Malicieuz'
Sneaky Schemes
Sneaky Schemes
Sneaky Schemes
Sneaky Schemes
Mass of Snotlings
Mass of Snotlings
Mass of Snotlings
Mass of Snotlings
Mass of Snotlings
Mass of Snotlings
Morglor the Mangler
Morglor l'Équarrisseuse
Morglor the Mangler
Morglor the Mangler
Morglor the Mangler
Morglor the Mangler
Natural Armour
Natural Armour
Natural Armour
Natural Armour
Natural Armour
Natural Armour
Obnoxious
Obnoxious
Obnoxious
Obnoxious
Obnoxious
Obnoxious
Obstacle Strider
Obstacle Strider
Obstacle Strider
Obstacle Strider
Obstacle Strider
Obstacle Strider
Scaly Skin
Peau Écailleuse
Scaly Skin
Scaly Skin
Scaly Skin
Scaly Skin
Warpaint of Wurrzag
Peintur' d'Guerre d'Wurrzag
Warpaint of Wurrzag
Warpaint of Wurrzag
Warpaint of Wurrzag
Warpaint of Wurrzag
Tricksy Traps
Pièj' Perfid'
Tricksy Traps
Tricksy Traps
Tricksy Traps
Tricksy Traps
Pump Hander Ladz
Pump Hander Ladz
Pump Hander Ladz
Pump Hander Ladz
Pump Hander Ladz
Pump Hander Ladz
Quell Animosity
Quell Animosity
Quell Animosity
Quell Animosity
Quell Animosity
Quell Animosity
Random Movement
Random Movement
Random Movement
Random Movement
Random Movement
Random Movement
Swiftstride
Rapide
Swiftstride
Swiftstride
Swiftstride
Swiftstride
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
River Troll
River Troll
River Troll
River Troll
River Troll
River Troll
Scythed wheels
Scythed wheels
Scythed wheels
Scythed wheels
Scythed wheels
Scythed wheels
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Slipshod
Slipshod
Slipshod
Slipshod
Slipshod
Slipshod
Squig Herd
Squig Herd
Squig Herd
Squig Herd
Squig Herd
Squig Herd
Squigs Go Wild!
Squigs Go Wild!
Squigs Go Wild!
Squigs Go Wild!
Squigs Go Wild!
Squigs Go Wild!
Sticks, rusty knives, rocks
Sticks, rusty knives, rocks
Sticks, rusty knives, rocks
Sticks, rusty knives, rocks
Sticks, rusty knives, rocks
Sticks, rusty knives, rocks
Sting of Snagla
Sting of Snagla
Sting of Snagla
Sting of Snagla
Sting of Snagla
Sting of Snagla
Stinky Pelt
Stinky Pelt
Stinky Pelt
Stinky Pelt
Stinky Pelt
Stinky Pelt
Stone Troll
Stone Troll
Stone Troll
Stone Troll
Stone Troll
Stone Troll
Stubborn
Tenace
Les unités tenaces sont toujours indomptables, qu'elles aient plus de rangs que l'ennemi ou non. Si un personnage rejoint une unité tenace, il gagne cette règle spéciale tant qu'il reste en son sein. Si un personnage tenace rejoint une unité, celle-ci est tenace tant qu'il reste avec elle.
Stubborn
Stubborn
Stubborn
Stubborn
Stupidity
Stupidité
Stupidity
Stupidity
Stupidity
Stupidity
Supreme Bounder
Supreme Bounder
Supreme Bounder
Supreme Bounder
Supreme Bounder
Supreme Bounder
Terror
Terreur
Terror
Terror
Terror
Terror
Too Pumped Up
Too Pumped Up
Too Pumped Up
Too Pumped Up
Too Pumped Up
Too Pumped Up
Tree-trunk club
Tree-trunk club
Tree-trunk club
Tree-trunk club
Tree-trunk club
Tree-trunk club
Troll Vomit
Troll Vomit
Troll Vomit
Troll Vomit
Troll Vomit
Troll Vomit
Two hand weapons
Two hand weapons
Two hand weapons
Two hand weapons
Two hand weapons
Two hand weapons
Unstable
Unstable
Unstable
Unstable
Unstable
Unstable
Venom Surge
Venom Surge
Venom Surge
Venom Surge
Venom Surge
Venom Surge
Waaagh!
Waaagh!
Waaagh!
Waaagh!
Waaagh!
Waaagh!
Wall-crawler
Wall-crawler
Wall-crawler
Wall-crawler
Wall-crawler
Wall-crawler
Warpaint
Warpaint
Warpaint
Warpaint
Warpaint
Warpaint
Watch Out!
Watch Out!
Watch Out!
Watch Out!
Watch Out!
Watch Out!
Wild abandon
Wild abandon
Wild abandon
Wild abandon
Wild abandon
Wild abandon
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard

Magic Items usable by the army

EN FR DE PL ES IT
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Amulette d'obsidienne
The Obsidian Amulet grants the bearer Magic Resistance (2).
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Amulette d'opale
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Anneau rubis de ruine
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Tapis d'arabie
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armure du destin
Armure lourde. Confère une sauvegarde invulnérable de 4+.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armure de bonne étoile
Armure lourde. Confère une sauvegarde invulnérable de 5+.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Armure de fer argent
Confère une sauvegarde d'armure de 2+ ne pouvant être améliorer d'aucune manière.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Armure du bienheureux
Armure lourde. Confère une sauvegarde invulnérable à +6.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Armure resplandissante
Armure légère. Inflige un malus de -1 à l'ennemi pour toucher au corps à corps.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Badine du trompeur
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Bague d'obsidienne
The Obsidian Trinket grants Magic Resistance (1).
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Baguette de Jais
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Baguette tellurique
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Bâton cataliseur
The Wizard adds +1 to all of his channeling attempts.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Bâton de sorcellerie
The bearer receives a +1 bonus on attempts to dispel.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Bâton interdit
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Epée Berserk
Le porteur est frénétique et ne perd jamais cette frénésie.
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Lame de morsure
Les Attaques au corps à corps effectuées avec cette épée sont perforantes.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Livre d'Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Spellshield
Shield. The bearer gains Magic Resistance (1).
Bouclier arcanique
Bouclier. Confère une résistance à la magie de 1.
Spellshield
Shield. The bearer gains Magic Resistance (1).
Spellshield
Shield. The bearer gains Magic Resistance (1).
Spellshield
Shield. The bearer gains Magic Resistance (1).
Spellshield
Shield. The bearer gains Magic Resistance (1).
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Bouclier de Ptolos
Bouclier. La sauvegarde du porteur est de 1+ contre les tirs.
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Bouclier enchanté
Bouclier. La sauvegarde d'armure du porteur est améliore de deux points.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Bouclier ensorcelé
Bouclier. Une seule utilisation. Sur un 2+, la première touche subit par le porteur est annulée.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Chapeau de sorcier
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Couronne de commandement
The bearer of the Crown of Command has the Stubborn special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Dawnstone
The bearer re-rolls failed armour saves.
Pierre de l'aube
The bearer re-rolls failed armour saves.
Dawnstone
The bearer re-rolls failed armour saves.
Dawnstone
The bearer re-rolls failed armour saves.
Dawnstone
The bearer re-rolls failed armour saves.
Dawnstone
The bearer re-rolls failed armour saves.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Parchemin de dissipation
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Gemme de dracocide
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Heaume du dragon
La sauvegarde 'armure du porteur est amélioré de 1 point. Confère une sauvegarde invulnérable à 2+ contre les attaques enflammées.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Sword of Battle
The wielder has +1 Attack.
Epée de bataille
Le porteur a +1 Attaque.
Sword of Battle
The wielder has +1 Attack.
Sword of Battle
The wielder has +1 Attack.
Sword of Battle
The wielder has +1 Attack.
Sword of Battle
The wielder has +1 Attack.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Epée de frappe
Les Attaques au corps à corps effectuées avec cette arme bénéficient d'une bonus de +1 pour toucher.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Epée de puissance
Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +1 en Force.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Epée de vive mort
Le porteur frappe toujours en premier.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Epée des guerres éternelles
Le porteur a +2 Attaques.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Epée du tourmenteur
Un monstre ou un personnage pendant au moins 1 PV à cause de cette arme souffre de stupidité pour le reste de la bataille.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Epée relique
Les Attaques au corps à corps effectuées avec cette épée blessent toujours sur 5+, à moins qu'elles ne le fassent normalement sur un meilleur résultat.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Sword of Bloodshed
The wielder has +3 Attacks.
Epée Sanglante
Le Porteur a +3 Attaques.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Epée tueuse de Héros
Le porteur a un bonus de +1 en Force et +1 Attaque pour chaque personnage ennemi en contact avec lui ou son unité. Ces bonus sont calculés au début de chaque round de combat et restent valables jusqu'à la fin de celui-ci.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Epée voleuse de sorts
Un Sorcier perdant au moins 1 PV à cause de cette arme perd un sort (déterminé aléatoirement) par PV perdu.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Torque du fléau des plumes
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Parchemin de rebond
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Lame d'Escrimeur
Paire d'armes. Le porteur a CC 10.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Forteresse pliable de Fozzrik
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Lame de Géant
Les attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +3 en Force.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Lame d'or vif
Les Attaques au corps à corps effectuées avec cette épée le sont avec une Initiative de 10.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Graine de renaissance
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Potion de soin
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Heaume de la discorde
Améliore la sauvegarde d'armure d'un point. Au début du corps à corps, choisissez une figurine en contact socle à socle avec le porteur, elle doit effectuer un test de CD, en cas d'échec, elle ne pourra porter aucune attaque durant cette phase et sera touché automatiquement.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Heaume du trompeur
Améliore la sauvegarde d'armure de 1 point. Tout jet pour blesser réussi contre le porteur doit être relancé.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Icône du fer maudit
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
L'autre badine du trompeur
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Lame d'Obsidienne
Aucune sauvegarde d'armure ne peut être tentée contre les blessures infligées avec cette arme.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Shrieking blade
The bearer causes Fear.
Lame Hurlante
Le porteur provoque la peur.
Shrieking blade
The bearer causes Fear.
Shrieking blade
The bearer causes Fear.
Shrieking blade
The bearer causes Fear.
Shrieking blade
The bearer causes Fear.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Lame Ogre
Les Attaques au corps à corps effectuées avec cette arme bénéficient d'un bonus de +2 en Force.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Pierre de chance
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Malédiction du guerrier
Un monstre ou un personnage perdant au moins 1 PV à cause de cette arme perd définitivement 1 Attaque par PV perdu (jusqu'à un minimum de 1 Attaque).
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
Masque terrifiant de AAAH!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Pierre d'obsidienne
The Obsidian Lodestone grants Magic Resistance (3).
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Parchemin de pouvoir
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Parchemin de protection
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Parchemin maudit de Sivejir
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Parchemin vampire
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pendentif en plume d'aigle
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Pierre de pouvoir
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion d'endurance
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion d'impétuosité
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion de célérité
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion de force
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre de stabilité
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman d'endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman de préservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman de protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.

Magic Standards usable by the army

EN FR DE PL ES IT
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Bannière de la flamme éternelle
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Bannière de rapidité
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
War banner
A unit with this banner adds +1 to its combat result.
Bannière de guerre
A unit with this banner adds +1 to its combat result.
War banner
A unit with this banner adds +1 to its combat result.
War banner
A unit with this banner adds +1 to its combat result.
War banner
A unit with this banner adds +1 to its combat result.
War banner
A unit with this banner adds +1 to its combat result.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Bannière du carnage
A unit with this Magic Standard can re-roll its charge distance dice.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Bannière épouvantail
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Wailing banner
A unit with this banner causes Terror in its enemies.
Bannière Hurlante
A unit with this banner causes Terror in its enemies.
Wailing banner
A unit with this banner causes Terror in its enemies.
Wailing banner
A unit with this banner causes Terror in its enemies.
Wailing banner
A unit with this banner causes Terror in its enemies.
Wailing banner
A unit with this banner causes Terror in its enemies.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Etendard de discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Etendard du ranger
A unit with the Ranger’s Standard has the Strider special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Etendard en os de liche
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Etendard tranchant
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Oriflamme de lumière
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.

Units od the army

EN FR DE PL ES IT
Gorbad Ironclaw
Gorbad Griff' Eud'Fer'
Gorbad Ironclaw
Gorbad Ironclaw
Gorbad Ironclaw
Gorbad Ironclaw
Azhag the Slaughterer
Azhag le Massacreur
Azhag the Slaughterer
Azhag the Slaughterer
Azhag the Slaughterer
Azhag the Slaughterer
Grimgor Ironhide
Grimgor Boit' En Fer
Grimgor Ironhide
Grimgor Ironhide
Grimgor Ironhide
Grimgor Ironhide
Wurrzag da great green prophet
Wurrzag Eul' Grand Prophèt' Vert
Wurrzag da great green prophet
Wurrzag da great green prophet
Wurrzag da great green prophet
Wurrzag da great green prophet
Grom the paunch of mysti mountain
Grom la Panse du Mont Brumeux
Grom the paunch of mysti mountain
Grom the paunch of mysti mountain
Grom the paunch of mysti mountain
Grom the paunch of mysti mountain
Skarsnik, Warlord of the eight peaks
Skarsnik, Seigneur de Guerre des Huit Pics
Skarsnik, Warlord of the eight peaks
Skarsnik, Warlord of the eight peaks
Skarsnik, Warlord of the eight peaks
Skarsnik, Warlord of the eight peaks
Orc Warboss
Chef de Guerre Orque
Orc Warboss
Orc Warboss
Orc Warboss
Orc Warboss
Savage orc Warboss
Chef de Guerre Orque Sauvage
Savage orc Warboss
Savage orc Warboss
Savage orc Warboss
Savage orc Warboss
Black orc Warboss
Chef de Guerre Orque Noir
Black orc Warboss
Black orc Warboss
Black orc Warboss
Black orc Warboss
Goblin Warboss
Chef de Guerre Gobelin
Goblin Warboss
Goblin Warboss
Goblin Warboss
Goblin Warboss
Night goblin Warboss
Chef de Guerre Gobelin de la Nuit
Night goblin Warboss
Night goblin Warboss
Night goblin Warboss
Night goblin Warboss
Orc great shaman
Grand Chaman Orque
Orc great shaman
Orc great shaman
Orc great shaman
Orc great shaman
Savage orc great shaman
Grand Chaman Orque Sauvage
Savage orc great shaman
Savage orc great shaman
Savage orc great shaman
Savage orc great shaman
Gobelin great shaman
Grand Chaman Gobelin
Gobelin great shaman
Gobelin great shaman
Gobelin great shaman
Gobelin great shaman
Night gobelin great shaman
Grand Chaman Gobelin de la Nuit
Night gobelin great shaman
Night gobelin great shaman
Night gobelin great shaman
Night gobelin great shaman
Arachnarok Spider
Arachnarok
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Giant spider
Araignée Géante
Giant spider
Giant spider
Giant spider
Giant spider
Giant wolf
Loup Géant
Giant wolf
Giant wolf
Giant wolf
Giant wolf
Gigantic spider
Mère des Araignées
Gigantic spider
Gigantic spider
Gigantic spider
Gigantic spider
Great cave squig
Squig Géant
Great cave squig
Great cave squig
Great cave squig
Great cave squig
War boar
Sanglier
War boar
War boar
War boar
War boar
Wyvern
Vouivre
Wyvern
Wyvern
Wyvern
Wyvern
Gitilla da hunter
Gitilla L'Chasseur
Gitilla da hunter
Gitilla da hunter
Gitilla da hunter
Gitilla da hunter
Snagla grobspit
Snagla L'Glaviot
Snagla grobspit
Snagla grobspit
Snagla grobspit
Snagla grobspit
Orc big boss
Grand Chef Orque
Orc big boss
Orc big boss
Orc big boss
Orc big boss
Savage orc big boss
Grand Chef Orque Sauvage
Savage orc big boss
Savage orc big boss
Savage orc big boss
Savage orc big boss
Black orc big boss
Grand Chef Orque Noir
Black orc big boss
Black orc big boss
Black orc big boss
Black orc big boss
Gobelin big boss
Grand Chef Gobelin
Gobelin big boss
Gobelin big boss
Gobelin big boss
Gobelin big boss
Night goblin big boss
Grand Chef Gobelin de la Nuit
Night goblin big boss
Night goblin big boss
Night goblin big boss
Night goblin big boss
Orc shaman
Chaman Orque
Orc shaman
Orc shaman
Orc shaman
Orc shaman
Savage orc shaman
Chaman Orque Sauvage
Savage orc shaman
Savage orc shaman
Savage orc shaman
Savage orc shaman
Goblin Shaman
Chaman Gobelin
Goblin Shaman
Goblin Shaman
Goblin Shaman
Goblin Shaman
Night goblin shaman
Chaman Gobelin de la Nuit
Night goblin shaman
Night goblin shaman
Night goblin shaman
Night goblin shaman
Wolf Chariot
Char à loup Gobelin
Wolf Chariot
Wolf Chariot
Wolf Chariot
Wolf Chariot
Orc Boar Chariot
Char à Sanglier Orque
Orc Boar Chariot
Orc Boar Chariot
Orc Boar Chariot
Orc Boar Chariot
Orc boyz
Guerriers orques
Orc boyz
Orc boyz
Orc boyz
Orc boyz
Orc arrer boyz
Archers Orques
Orc arrer boyz
Orc arrer boyz
Orc arrer boyz
Orc arrer boyz
Savage orcs
Orques Sauvages
Savage orcs
Savage orcs
Savage orcs
Savage orcs
Goblins
Gobelins
Goblins
Goblins
Goblins
Goblins
Goblin wolf riders
Gobelin sur Loup
Goblin wolf riders
Goblin wolf riders
Goblin wolf riders
Goblin wolf riders
Night goblins
Gobelin d la Nuit
Night goblins
Night goblins
Night goblins
Night goblins
Forest goblin spider riders
Gobelin des Forêts sur Araignée
Forest goblin spider riders
Forest goblin spider riders
Forest goblin spider riders
Forest goblin spider riders
Black orcs
Orques Noirs
Black orcs
Black orcs
Black orcs
Black orcs
Orc boar boyz
Orques sur Sanglier
Orc boar boyz
Orc boar boyz
Orc boar boyz
Orc boar boyz
Savage orc boar boyz
Orques Sauvages sur Sanglier
Savage orc boar boyz
Savage orc boar boyz
Savage orc boar boyz
Savage orc boar boyz
Orc boar chariot
Char à Sangliers Orque
Orc boar chariot
Orc boar chariot
Orc boar chariot
Orc boar chariot
Goblin wolf chariot
Char à Loups Gobelin
Goblin wolf chariot
Goblin wolf chariot
Goblin wolf chariot
Goblin wolf chariot
Goblin spear chukka
Baliste Gobeline
Goblin spear chukka
Goblin spear chukka
Goblin spear chukka
Goblin spear chukka
Night goblin squig hoppers
Gobelin de la Nuit sur Squig
Night goblin squig hoppers
Night goblin squig hoppers
Night goblin squig hoppers
Night goblin squig hoppers
Night goblin squig herd
Troupeau de Squigs Gobelin de la Nuit
Night goblin squig herd
Night goblin squig herd
Night goblin squig herd
Night goblin squig herd
Snotlings
Snotlings
Snotlings
Snotlings
Snotlings
Snotlings
Trolls
Trolls
Trolls
Trolls
Trolls
Trolls
Goblin rock lobber
Lance-Rocs Gobelin
Goblin rock lobber
Goblin rock lobber
Goblin rock lobber
Goblin rock lobber
Domm diver catapult
Catapulte à plongeurs de la mort
Domm diver catapult
Domm diver catapult
Domm diver catapult
Domm diver catapult
Snotling pump wagon
Chariot à Pompe Snotling
Snotling pump wagon
Snotling pump wagon
Snotling pump wagon
Snotling pump wagon
Aracknarok spider
Aracknarok
Aracknarok spider
Aracknarok spider
Aracknarok spider
Aracknarok spider
Mangler squigs
Squigs Broyeurs
Mangler squigs
Mangler squigs
Mangler squigs
Mangler squigs
Stone trolls
Trolls de Pierre
Stone trolls
Stone trolls
Stone trolls
Stone trolls
River trolls
Trolls d'Eau
River trolls
River trolls
River trolls
River trolls
Giant
Géant
Giant
Giant
Giant
Giant