
- Army book
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- Army magic cards
Warriors of the Dark Gods (v2023 Beta 2 hotfix 1)
Armour Enchantments
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Fortitude (4+).
Destiny's Call
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by Large ConstructsThe wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Essence of Mithril
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by Large ConstructsThe wearer’s Armour is set to 5 and can never be improved beyond this.
Dusk Forged
max 1 per Army (Enchantment: Shield)The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Ghostly Guard
max 1 per Army (Enchantment: Heavy Armour, Plate Armour)The wearer gains +2 Armour against non-Magical Attacks.
Basalt Infusion
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Alchemist's Alloy
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and suffers −2 Offensive Skill.
Willow's Ward
max 1 per Army (Foot only.) (Enchantment: Shield)While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Wild Form
max 1 per Army (Enchantment: Suit of Armour)At the start of the Melee Phase, the bearer may choose to gain either of the following: • +1 Strength, +1 Armour Penetration, and -1 Resilience • -1 Strength, -1 Armour Penetration, and +1 Resilience The effects last until the end of the Melee Phase.
Obscuring Fog
max 1 per Army (Enchantment: Shield)While using this Shield, enemy units in base contact with the bearer suffer -1 Agility. The bearer's unit does not benefit from +1 Agility from Charging Momentum.
Trickster's Cunning
max 1 per Army (Enchantment: Light Armour)Successful to-wound rolls against the wearer's model must be rerolled.
Aaghor's Affliction
max 1 per Army (Enchantment: Light Armour)The wearer gains +1 Resilience and Fortitude (4+), but automatically fails all of its Armour Saves.
Seal of the Republic
max 1 per Army (Enchantment: Heavy Armour)For each unsaved wound inflicted on enemy models with the wearer's Close Combat Attacks, the wearer gains +1 Armour for the rest of the game.
Gleaming Robe
max 1 per Army (Enchantment: Light Armour)Standard Height Mages onlyThe wearer gains Aegis (3+). In addition, its Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Magical Inferno or Witchfire, the number of hits is halved, rounding fractions up.
Daemon's Bane
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +2 Armour against Magical Attacks.
Protection of Dorac
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +2 Armour and +2 Defensive Skill.
Star Metal Alloy
max 1 per Army (Enchantment: Shield)The first time the bearer's model suffers an unsaved wound from an attack with Multiple Wounds (X) while using this Shield, the number of wounds suffered is halved, rounding fractions up.
Blaze of Protection
max 1 per Army (Enchantment: Infernal Armour)Infantry models onlyThe wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model's Health Pool. This is considered a Special Attack.
Kadim Binding
max 1 per Army (Enchantment: Shield)The bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains Aegis (+1, against Flaming Attacks, max. 3+) and Parry.
Percival's Panoply
max 1 per Army (Enchantment: Heavy Armour)Cavalry models without Towering Presence onlyThe wearer gains +2 Armour.
Prayer-Etched
max 1 per Army (Dominant) (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (+1, max. 4+).
Fortress of Faith
max 1 per Army (Enchantment: Shield)The bearer must reroll Armour Save rolls of ‘1’
Vital Essence
max 1 per Army (Enchantment: Light Armour)The bearer gains Fortitude (4+) and +1 Health Point.
Starfall Scales
max 1 per Army (Enchantment: Suit of Armour)The wearer's model gains Hard Target (1) and Immune (Flaming Attacks)
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Light Armour)Models on foot onlyThe wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Karkadan's Resilience
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Resilience but automatically fails all Special Saves.
Yeti Furs
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
Mammoth-Hide Cloak
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
Wrestler's Belt
max 1 per Army (Enchantment: Light Armour)The wearer gains +2 Armour and +1 Strength.
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Infantry models onlyThe wearer gains +1 Armour, Aegis (5+), Fearless, Flammable, and Magical Attacks.
Curse of the Black Stag
max 1 per Army (Enchantment: Light Armour)The wearer gains Devastating Charge (+1 Att, +1 Str, +1 Def).
Sun's Embrace
max 1 per Army (Enchantment: Shield)The bearer gains Distracting while using this Shield.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +2 Health Points and Fortitude (5+).
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +3 Armour. If the wearer's model has Towering Presence, its Armour can never be improved beyond 5.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Parry.
Imperial Seal
max 1 per Army (Enchantment: Plate Armour)The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.
Shield of Volund
max 1 per Army (Enchantment: Shield)Cannot be taken by Gigantic modelsWhile using this Shield, attacks against the bearer's model with Lethal Strike and/or Battle Focus lose these Attack Attributes.
Blacksteel
max 1 per Army (Enchantment: Plate Armour)The wearer gains +1 Armour and Fear. If taken by a model on foot, the wearer gains an additional +1 Armour.
Witchfire Guard
max 1 per Army (Enchantment: Shield)The bearer gains Aegis (4+, against Magical Attacks) while using this Shield.
Legend of the Black King
max 1 per ArmyThe wearer gains +1 Armour and Aegis (4+).
Tuktek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard and Large Height models onlyThe wearer's model gains +1 Resilience. In addition, attacks against the wearer's model with Lethal Strike lose this Attack Attribute.
Gunagr's Armour
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.
Elemental Plate
max 1 per Army (Enchantment: Suit of Armour)The wearer gains Aegis (4+, against Close Combat Attacks). This Aegis Save cannot be used against Close Combat Attacks made with a Hand Weapon. In addition, the wearer gains Aegis (4+, against Flaming Attacks).
Mammoth-Hide Cloak
max 1 per Army (Enchantment: Suit of Armour)Standard Height onlyThe wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
Percival's Panoply
max 1 per Army (Enchantment: Heavy Armour)Cavalry models without Towering Presence onlyThe wearer gains +2 Armour.
Prayer-Etched
max 1 per Army (Dominant) (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (+1, max. 4+).
Fortress of Faith
max 1 per Army (Enchantment: Shield)The bearer must reroll Armour Save rolls of ‘1’
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +3 Armour. If the wearer's model has Towering Presence, its Armour can never be improved beyond 5.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Parry.
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Light Armour)Models on foot onlyThe wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Legend of the Black King
max 1 per Army (Enchantment: Heavy Armour, Plate Armour)The wearer gains +1 Armour and Aegis (4+).
Sun's Embrace
max 1 per Army (Enchantment: Shield)The bearer gains Distracting while using this Shield.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +2 Health Points and Fortitude (5+).
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Infantry models onlyThe wearer gains +1 Armour, Aegis (5+), Fearless, Flammable, and Magical Attacks.
Vital Essence
max 1 per Army (Enchantment: Light Armour)The bearer gains Fortitude (4+) and +1 Health Point.
Starfall Scales
max 1 per Army (Enchantment: Suit of Armour)The wearer's model gains Hard Target (1) and Immune (Flaming Attacks)
Tuktek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard and Large Height models onlyThe wearer's model gains +1 Resilience. In addition, attacks against the wearer's model with Lethal Strike lose this Attack Attribute.
Karkadan's Resilience
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Resilience but automatically fails all Special Saves.
Yeti Furs
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.
Mammoth-Hide Cloak
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
Wrestler's Belt
max 1 per Army (Enchantment: Light Armour)The wearer gains +2 Armour and +1 Strength.
Blaze of Protection
max 1 per Army (Enchantment: Infernal Armour)Infantry models onlyThe wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model's Health Pool. This is considered a Special Attack.
Kadim Binding
max 1 per Army (Enchantment: Shield)The bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains Aegis (+1, against Flaming Attacks, max. 3+) and Parry.
Gleaming Robe
max 1 per Army (Enchantment: Light Armour) (Wizard only )Standard Height Mages onlyThe wearer gains Aegis (3+). In addition, its Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Magical Inferno or Witchfire, the number of hits is halved, rounding fractions up.
Daemon's Bane
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +2 Armour against Magical Attacks.
Protection of Dorac
max 1 per Army (Foot only.) (Enchantment: Heavy Armour)The wearer gains +2 Armour and +2 Defensive Skill.
Star Metal Alloy
max 1 per Army (Enchantment: Shield)The first time the bearer's model suffers an unsaved wound from an attack with Multiple Wounds (X) while using this Shield, the number of wounds suffered is halved, rounding fractions up.
Imperial Seal
max 1 per Army (Enchantment: Plate Armour)The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.
Shield of Volund
max 1 per Army (Enchantment: Shield)Cannot be taken by Gigantic modelsWhile using this Shield, attacks against the bearer's model with Lethal Strike and/or Battle Focus lose these Attack Attributes.
Blacksteel
max 1 per Army (Enchantment: Plate Armour)The wearer gains +1 Armour and Fear. If taken by a model on foot, the wearer gains an additional +1 Armour.
Witchfire Guard
max 1 per Army (Enchantment: Shield)The bearer gains Aegis (4+, against Magical Attacks) while using this Shield.
Seal of the Republic
max 1 per Army (Enchantment: Heavy Armour)For each unsaved wound inflicted on enemy models with the wearer's Close Combat Attacks, the wearer gains +1 Armour for the rest of the game.
Wild Form
max 1 per Army (Enchantment: Suit of Armour)At the start of the Melee Phase, the bearer may choose to gain either of the following: • +1 Strength, +1 Armour Penetration, and -1 Resilience • -1 Strength, -1 Armour Penetration, and +1 Resilience The effects last until the end of the Melee Phase.
Obscuring Fog
max 1 per Army (Enchantment: Shield)While using this Shield, enemy units in base contact with the bearer suffer -1 Agility. The bearer's unit does not benefit from +1 Agility from Charging Momentum.
Trickster's Cunning
max 1 per Army (Enchantment: Light Armour)Successful to-wound rolls against the wearer's model must be rerolled.
Aaghor's Affliction
max 1 per Army (Enchantment: Light Armour)The wearer gains +1 Resilience and Fortitude (4+), but automatically fails all of its Armour Saves.
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Fortitude (4+).
Destiny's Call
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by Large ConstructsThe wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Essence of Mithril
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by Large ConstructsThe wearer’s Armour is set to 5 and can never be improved beyond this.
Dusk Forged
max 1 per Army (Enchantment: Shield)The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Ghostly Guard
max 1 per Army (Enchantment: Heavy Armour, Plate Armour)The wearer gains +2 Armour against non-Magical Attacks.
Basalt Infusion
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Alchemist's Alloy
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and suffers −2 Offensive Skill.
Willow's Ward
max 1 per Army (Foot only.) (Enchantment: Shield)While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Nobunaga′s Honour
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +1 Armour. In addition, the wearer can always make an Armour Save against enemy attacks; the Armour Save succeeds at least on a roll of 5+ (independent of the Armour Penetration of the Attack).
The River′s Blessing
max 1 per Army (Enchantment: Sode)The bearer gains +2 Defensive Skill.
Symbol of Imperial Rule
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +1 Armour. Melee Attacks against the bearer suffer a -1 to-wound modifier.
Golden Gleam
max 1 per ArmyThe bearer gains +1 Armour and Immune (Multiple Wounds).
The Bastion
max 1 per ArmyModels without Towering Presence onlyOne use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains Aegis (3+) until the end of the Round.
Dragon's Scales
max 1 per ArmyModels without Towering Presence onlyThe bearer gains Distracting.
Magical Hardening
max 1 per ArmyAn armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
Gunagr's Armour
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.
Mammoth-Hide Cloak
max 1 per Army (Enchantment: Suit of Armour)Standard Height onlyThe wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer's model gains +1 Health Point and its Resilience is set to 6.
Vital Essence
max 1 per Army (Enchantment: Light Armour)The bearer gains Fortitude (4+) and +1 Health Point.
Percival's Panoply
max 1 per Army (Enchantment: Heavy Armour)Cavalry models without Towering Presence onlyThe wearer gains +2 Armour.
Prayer-Etched
max 1 per Army (Dominant) (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (+1, max. 4+).
Fortress of Faith
max 1 per Army (Enchantment: Shield)The bearer must reroll Armour Save rolls of ‘1’
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe wearer gains +1 Health Point, Cult of Errahman, and Fortitude (4+), but automatically fails all Armour Saves and looses Caelysian Pantheon if it had it. In addition, natural to-hit rolls of ‘6’ with Close Combat Attacks against the wearer must be rerolled.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer's model gains +1 Health Point and its Resilience is set to 6.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer's model gains +1 Health Point and its Resilience is set to 6.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer's model gains +1 Health Point and its Resilience is set to 6.
Plague Prophet's Blessing
max 1 per Army (Enchantment: Suit of Armour)Models on foot onlyThe wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Percival's Panoply
max 1 per Army (Enchantment: Heavy Armour)Cavalry models onlyThe wearer gains +2 Armour.
Prayer-Etched
max 1 per Army (Dominant) (Enchantment: Suit of Armour)The wearer gains +1 Armour and Aegis (+1, max. 4+).
Fortress of Faith
max 1 per Army (Enchantment: Shield)The bearer must reroll Armour Save rolls of ‘1’
Vital Essence
max 1 per Army (Enchantment: Light Armour)The bearer gains Fortitude (4+) and +1 Health Point.
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe wearer gains +1 Health Point, Cult of Errahman, and Fortitude (4+), but automatically fails all Armour Saves and looses Caelysian Pantheon if it had it. In addition, natural to-hit rolls of ‘6’ with Close Combat Attacks against the wearer must be rerolled.
Gunagr's Armour
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.
Artefacts
Crown of the Wizard King
max 1 per Army (Cannot be taken by Wizards )During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Book of Arcane Mastery
max 1 per Army (Dominant) (Wizard apprentice only, Wizard adept only )Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Crown of Autocracy
max 1 per ArmyCannot be taken by models with Not a Leader.The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Obsidian Rock
max 1 per ArmyThe bearer gains Magic Resistance (2).
Rod of Battle
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Binding Scroll
max 2 per ArmyOne use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Essence of a Free Mind
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Lightning Vambraces
max 1 per ArmyThe bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Talisman of Shielding
max 1 per ArmyThe bearer gains Aegis (5+).
Ranger's Boots
max 1 per Army (Foot only.)Standard Height Infantry models on foot onlyThe bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Magical Heirloom
max 1 per Army (Dominant) (Wizard only )The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Sceptre of Power
max 1 per ArmyOne use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Talisman of the Void
max 1 per ArmyThe bearer gains Channel (1).
Dragon Staff
max 1 per ArmyThe bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Crystal Ball
max 1 per Army (Dominant)The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Potion of Strength
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Dragonfire Gem
max 1 per ArmyThe bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Lucky Charm
max 1 per ArmyOne use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Potion of Swiftness
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Seed of the Dark Forest
max 1 per ArmyOne use only. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Forest Terrain Feature that must be no larger than 10" in length and 6" in width on the Battlefield, not in contact with any other Terrain Feature except Open Terrain, more than 1" away from all enemy units, and with its centre within 12" of the bearer. While inside this Forest Terrain Feature, friendly models gain a +1 Casting Modifier for Augment, Hex, and Universal spells, and add (+1/+1) to the Power Level of Totem Bound Spells they cast.
Dark Rain
max 1 per ArmyOne use only. This Artefact is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). Its effects last until the end of the Game Turn. If the owner has the second Player Turn, all Shooting Attacks suffer -2 to hit during the opponent's Shooting Phase. If the owner has the first Player Turn, instead all Shooting Attacks suffer -1 to hit during the opponent's Shooting Phase.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
Pillager Icon
max 1 per ArmyAll friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.
Crown of Horns
max 1 per ArmyThe bearer's unit and all units within range of its Commanding Presence (if applicable) automatically pass Discipline Tests taken due to Primal Instinct.
Eye of Dominance
max 1 per ArmyThe bearer gains Cannot be Stomped and Fear.
Ring of the Obsidian Thrones
max 1 per ArmyCannot be taken by Warlock OutcastsFriendly Break Tests and friendly Panic Tests taken within 6" of the bearer are subject to Minimised Roll.
Mask of the War Crow
max 1 per ArmyThe bearer's unit gains Fear. In addition, the bearer and any friendly unit that contains one or more models with Fear within 6" of the bearer's unit must reroll natural to-wound rolls of '1' with its Close Combat Attacks.
Ceinran's Scales
max 1 per Army (Wizard only )The bearer can cast Spectral Blades (Evocation) as a Bound Spell with Power Level (4/8).
Beastmaster's Whistle
max 1 per ArmyBeastmasters onlyOne use only. May be activated at the start of any friendly Charge Phase. Charge Range rolls of friendly Manticores and models with Type Beast within 12" of the bearer are subject to Maximised Roll until the end of the Charge Phase.
Moithir's Mirror
max 1 per ArmyThe bearer gains Aegis (5,+ against Melee Attacks). In addition, at Initiative Step 0 of a Round of Combat in which one or more Melee Attacks are allocated towards or distributed onto the bearer's model (including Initiative Step 0), the bearer inflicts 3 hits with Strength 4, Armour Penetration 2, and Magical Attacks on each of the attacking models' units. This is considered a Special Attack.
Seal of the 9th Fleet
max 1 per ArmySilexian Officers onlyIf the bearer’s unit consists entirely of Infantry models, it is considered Academy Trained.
Ring of the Pearl Throne
max 1 per ArmyCannot be taken by models with Towering PresenceWeapon Enchantments in the bearer's unit and in units that are in base contact with the bearer are ignored.
Book of Meladys
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. When rerolling a natural '1', the rerolled Magic Dice benefits from Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
Glittering Lacquer
max 1 per ArmyCavalry models onlyThe bearer gains Hard Target (1).
Amethyst Crystal
max 1 per ArmyDispelling rolls made by the bearer's army gain a +1 modifier.
Diadem of Protection
max 1 per ArmyThe bearer gains Aegis (+2, max 4+).
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Mask of Ages
max 1 per ArmyInfantry models onlyThe bearer gains Aegis (5+, against Special Attacks), Aegis (5+, against Magical Attacks), and Fear. In addition, the bearer must reroll failed to-hit rolls with its Close Combat Attacks.
Ring of Desiccation
max 1 per ArmyAt the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.
Tablet of Vezodinezh
max 1 per Army (Dominant) (Wizard only )When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.
Breath of the Brass Bull
max 1 per ArmyThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Golden Idol of Shamut
max 1 per ArmyIf the bearer's model is Infantry, its Advance Rate is set to 4" and its March Rate is set to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).
Black Knight's Tabard
max 1 per ArmyThe bearer's model gains Immune (Multiple Wounds (X))
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.
Infiltrator's Dart
max 1 per ArmySkink Veterans onlyRight before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent's Army List with Prey Scent.
Ancient Plaque
max 1 per Army (Dominant)Once per Game Turn , a single Magic Dice may be rerolled: • When the bearer performs a Casting Attempt with 2 or more Magic Dice that is not Miscast. • When the owner performs a Dispelling Attempt with 2 or more Magic Dice.
Te Aupouri Smokestone
max 1 per ArmyOne use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.
Veilcatcher Astrolabe
max 1 per Army (Dominant)The bearer gains a Veil Token every time the model successfully casts a non-Bound and non-Attribute Spell, after resolving the spell's effect and any Attribute Spell.
Stampede Resonator Crystal
max 1 per ArmyOne use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Orb of Ateus
max 1 per ArmyVermin Senators and Rakachit Technocrats onlyOnce per Shooting Phase, the bearer may discard 1 Veil Tokens from its owner's Veil Token pool and nominate a friendly unit within 6" Weapons with Trial and Terror in this unit gain +6" range and Magical Attacks, and the number of hits from each Mishap is increased by 1. The effects last until the end of the phase.
Map of the Deeps
max 1 per ArmyVermin Senators and Stygian Overseers onlyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Tarina's Lyre
max 1 per ArmyVermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 8" of the bearer suffer a -2 to-wound modifier.
Orator's Toga
max 2 per Army (Foot only.)Models on foot onlyThe bearer gains Stand Behind and cannot issue Duels.
Cowl of the Apostate
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsThe model gains Holy Triumvirate, and for the purpose of this rule, it must select either Caelysian Pantheon or Cult of Errahman at the start of step 7 of the Pre-Game Sequence (Spell Selection).
Rampager's Chain
max 1 per ArmyThe bearer gains Stomp Attacks (D3+1), and all models in the bearer's unit must reroll failed to-wound rolls with Stomp Attacks.
Aurochs Charm
max 1 per ArmyThe bearer gains Mountain Hide.
Lygur's Tongue
max 1 per ArmyEnemy units in base contact with the bearer suffer −2 Offensive Skill.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. When this Artefact is used, it is a Shooting Weapon with the following profile: Range 30", Shots 3D6, Str 4, AP 1, Magical Attacks. Aim is set to 2+. When fired from Short Range, it gains +1 Armour Penetration. Master Archer cannot be used in conjunction with Hail Shot.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest must fit within a circle with a diameter of 6".
Glyph of Amryl
max 1 per ArmyCannot be taken by models with Sylvan SpiritThe bearer gains Cannot be Stomped. When fighting a Duel, the bearer gains +3 Defensive Skill.
Mist Walker's Mirror
max 1 per Army (Foot only.)One use only. May be activated at the end of the any friendly Movement Phase if the bearer’s unit consists entirely of Standard Height Infantry models, is unengaged, and is fully inside a Forest Terrain Feature that doesn’t contain any enemy models. Remove the bearer’s unit from the Battlefield and place it back on the Battlefield as if deployed with Special Ambush (centre of a Forest Terrain Feature). If the unit cannot be placed, it is destroyed.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Blessed Wrappings
max 1 per ArmyThe bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Death Mask of Teput
max 1 per ArmyEnemy units in base contact with the bearer suffer -2 Offensive Skill.
Ankh of Naptesh
max 1 per ArmyThe bearer gains Hierophant and can never lose it. R&F models in the bearer's unit gain Fortitude (6+).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Autonomous and Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyThe bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
Sacred Hourglass
max 1 per Army (Dominant)The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Scroll of Desiccation
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
Steeds of Nephet-Ra
max 1 per ArmyModels with at least one Skeletal Horse model part in the bearer's unit gain Ghost Step and +4" March Rate.
Sandstorm Cloak
max 1 per ArmyThe bearer gains Fly (5", 15"), Light Troops, and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
Ledger of Souls
max 1 per Army (Dominant)Immediately before removing a friendly model without Insignificant in a unit within 9" of the bearer's model due to enemy attacks, you gain one Veil Token for each Health Point that model had the first time it entered the Battlefield.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat that the bearer is fighting, you may discard a Veil Token from your Veil Token pool. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer's Close Combat Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Veilgate Orb
max 1 per ArmyAt the end of Siphon the Veil, the army may keep up to 6 Veil Tokens instead of the normal 3.
Lord of the Damned
max 1 per ArmySorcerers, Doomlords, and Shrine Priests onlyAny unit with Irredeemable within 18" of the bearer's model may reroll the distance it moves in the Movement Phase with Random Movement.
Wyrd Stone
max 1 per ArmyOne use only. Must be activated when the bearer's model suffers the first hit in the game. This hit is ignored. If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Exemplar's Flame
max 1 per Army (Wizard only )Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit Lethal Strike and Magical Attacks until the end of the phase.
Locket of Sunna
max 1 per ArmyWhen fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.
Karadon's Courser
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyOne use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer must reroll failed Charge Range rolls.
Mantle of Ullor
max 1 per ArmyEnemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.
Winter Cloak
max 1 per ArmyThe bearer gains Aegis (2+, against Flaming Attacks), Aegis (5+), and Distracting. The bearer automatically fails all Fortitude Saves.
Necromantic Staff
max 1 per Army (Dominant)The bearer gains Channel (1) and can cast the first Boosted version (6" Aura) of Arise! (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Hypnotic Pendant
max 1 per ArmyThe bearer gains Distracting. All Standard Height R&F models in the bearer's unit gain Parry.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or without Towering Presence onlyAttacks against the bearer's model with Lethal Strike and/or Multiple Wounds lose these Attack Attributes. One use only: Must be activated when the bearer's model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.
Night's Crown
max 1 per ArmyStandard Height models onlyClose Combat Attacks allocated towards the bearer's model do not gain Strength modifiers of the +X type conferred by Close Combat Weapons. Close Combat Attacks can never wound the bearer's model on better than 4+.
Unholy Tome
max 1 per Army (Dominant)The bearer can cast Danse Macabre (Evocation) as a Bound Spell with Power Level (4/8).
Cursed Medallion
max 1 per ArmyRight before the battle (during step 7 of the Deployment Phase Sequence), choose a Character, Champion, or a single model unit on the opponent's Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Crown of the Cavern King
max 1 per ArmyCannot be taken by models with Towering PresenceAll models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Feigned Flight and Vanguard. If the bearer is a Common Goblin, Cave Goblin, or Forest Goblin, the range of its Commanding Presence and Rally Around the Flag (if available) is increased by 6".
Troll Ale Flask
max 1 per ArmyThe bearer may perform a Special Attack that is made at the bearer's Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer's unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Skull Fetish
max 1 per Army (Dominant)At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Harp of Bragi
max 1 per ArmyThe range of the bearer's Commanding Presence or Rally Around the Flag is always 18".
Norn's Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
Zartosht's Chains
max 1 per ArmyEnemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
Breath of the Brass Bull
max 1 per ArmyCannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Turul Radiant Headdress
max 1 per ArmyStandard Height onlyThe bearer gains Distracting and Terror.
Endless Plain
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
Spirit of the Herd
max 1 per ArmyModel parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).
Scurrying Veil
max 1 per ArmyStandard Height models onlyThe bearer gains Tiny, and its March Rate is set to 20". Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.
Fiendish Snares
max 1 per ArmyImmediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Ledger of Souls
max 1 per Army (Dominant)Immediately before removing a friendly model without Insignificant in a unit within 9" of the bearer's model due to enemy attacks, you gain one Veil Token for each Health Point that model had the first time it entered the Battlefield.
Gem of Faith's Tithe
max 1 per ArmyWhenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all. If the spell is successfully cast, the Champion suffers 1 hit that wounds automatically with no saves of any kind allowed.
Lifeforce Talisman
max 1 per Army (Dominant)Whenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.
Black Knight's Tabard
max 1 per ArmyThe bearer's model gains Immune (Multiple Wounds (X))
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.
Tome of the Ratking
max 1 per ArmyThe bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Darkstone Detonator
max 1 per ArmyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Ledger of Souls
max 1 per Army (Dominant)Immediately before removing a friendly model without Insignificant in a unit within 9" of the bearer's model due to enemy attacks, you gain one Veil Token for each Health Point that model had the first time it entered the Battlefield.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat that the bearer is fighting, you may discard a Veil Token from your Veil Token pool. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer's Close Combat Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Veilgate Orb
max 1 per ArmyAt the end of Siphon the Veil, the army may keep up to 6 Veil Tokens instead of the normal 3.
Lord of the Damned
max 1 per ArmySorcerers, Doomlords, and Shrine Priests onlyAny unit with Irredeemable within 18" of the bearer's model may reroll the distance it moves in the Movement Phase with Random Movement.
Wyrd Stone
max 1 per ArmyOne use only. Must be activated when the bearer's model suffers the first hit in the game. This hit is ignored. If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Orb of Ateus
max 1 per ArmyVermin Senators and Rakachit Technocrats onlyOnce per Shooting Phase, the bearer may discard 1 Veil Tokens from its owner's Veil Token pool and nominate a friendly unit within 6" Weapons with Trial and Terror in this unit gain +6" range and Magical Attacks, and the number of hits from each Mishap is increased by 1. The effects last until the end of the phase.
Map of the Deeps
max 1 per ArmyVermin Senators and Stygian Overseers onlyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Tarina's Lyre
max 1 per ArmyVermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 8" of the bearer suffer a -2 to-wound modifier.
Orator's Toga
max 2 per Army (Foot only.)Models on foot onlyThe bearer gains Stand Behind and cannot issue Duels.
Cowl of the Apostate
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsThe model gains Holy Triumvirate, and for the purpose of this rule, it must select either Caelysian Pantheon or Cult of Errahman at the start of step 7 of the Pre-Game Sequence (Spell Selection).
Tome of the Ratking
max 1 per ArmyThe bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Darkstone Detonator
max 1 per ArmyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Necromantic Staff
max 1 per Army (Dominant)The bearer gains Channel (1) and can cast the first Boosted version (6" Aura) of Arise! (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Hypnotic Pendant
max 1 per ArmyThe bearer gains Distracting. All Standard Height R&F models in the bearer's unit gain Parry.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or without Towering Presence onlyAttacks against the bearer's model with Lethal Strike and/or Multiple Wounds lose these Attack Attributes. One use only: Must be activated when the bearer's model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.
Night's Crown
max 1 per ArmyStandard Height models onlyClose Combat Attacks allocated towards the bearer's model do not gain Strength modifiers of the +X type conferred by Close Combat Weapons. Close Combat Attacks can never wound the bearer's model on better than 4+.
Unholy Tome
max 1 per Army (Dominant)The bearer can cast Danse Macabre (Evocation) as a Bound Spell with Power Level (4/8).
Cursed Medallion
max 1 per ArmyRight before the battle (during step 7 of the Deployment Phase Sequence), choose a Character, Champion, or a single model unit on the opponent's Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Blessed Wrappings
max 1 per ArmyThe bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Death Mask of Teput
max 1 per ArmyEnemy units in base contact with the bearer suffer -2 Offensive Skill.
Ankh of Naptesh
max 1 per ArmyThe bearer gains Hierophant and can never lose it. R&F models in the bearer's unit gain Fortitude (6+).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Autonomous and Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyThe bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
Sacred Hourglass
max 1 per Army (Dominant)The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Scroll of Desiccation
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
Steeds of Nephet-Ra
max 1 per ArmyModels with at least one Skeletal Horse model part in the bearer's unit gain Ghost Step and +4" March Rate.
Sandstorm Cloak
max 1 per ArmyThe bearer gains Fly (5", 15"), Light Troops, and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. When this Artefact is used, it is a Shooting Weapon with the following profile: Range 30", Shots 3D6, Str 4, AP 1, Magical Attacks. Aim is set to 2+. When fired from Short Range, it gains +1 Armour Penetration. Master Archer cannot be used in conjunction with Hail Shot.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest must fit within a circle with a diameter of 6".
Glyph of Amryl
max 1 per ArmyCannot be taken by models with Sylvan SpiritThe bearer gains Cannot be Stomped. When fighting a Duel, the bearer gains +3 Defensive Skill.
Mist Walker's Mirror
max 1 per Army (Foot only.)One use only. May be activated at the end of the any friendly Movement Phase if the bearer’s unit consists entirely of Standard Height Infantry models, is unengaged, and is fully inside a Forest Terrain Feature that doesn’t contain any enemy models. Remove the bearer’s unit from the Battlefield and place it back on the Battlefield as if deployed with Special Ambush (centre of a Forest Terrain Feature). If the unit cannot be placed, it is destroyed.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Infiltrator's Dart
max 1 per ArmySkink Veterans onlyRight before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent's Army List with Prey Scent.
Ancient Plaque
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Te Aupouri Smokestone
max 1 per ArmyOne use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.
Stampede Resonator Crystal
max 1 per ArmyOne use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.
Carved Tablet
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsDuring Spell Selection, the model must choose one of the spells from Carved Wisdom (see Howdah Devices) that no model with Carved Wisdom chooses.
The model can cast the chosen spell as a Bound Spell with Power Level (4/8).
Celestial Astrolabe
max 1 per ArmyCannot be taken if the Army List contains one or more Anurarch Archmages.The Casting Values of all spells cast by friendly models is reduced by 1.
Crown of the Cavern King
max 1 per ArmyCannot be taken by models with Towering PresenceAll models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Feigned Flight and Vanguard. If the bearer is a Common Goblin, Cave Goblin, or Forest Goblin, the range of its Commanding Presence and Rally Around the Flag (if available) is increased by 6".
Troll Ale Flask
max 1 per ArmyThe bearer may perform a Special Attack that is made at the bearer's Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer's unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Skull Fetish
max 1 per Army (Dominant)At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Rampager's Chain
max 1 per ArmyThe bearer gains Stomp Attacks (D3+1), and all models in the bearer's unit must reroll failed to-wound rolls with Stomp Attacks.
Aurochs Charm
max 1 per ArmyThe bearer gains Mountain Hide.
Lygur's Tongue
max 1 per ArmyEnemy units in base contact with the bearer suffer −2 Offensive Skill.
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Mask of Ages
max 1 per ArmyInfantry models onlyThe bearer gains Aegis (5+, against Special Attacks), Aegis (5+, against Magical Attacks), and Fear. In addition, the bearer must reroll failed to-hit rolls with its Close Combat Attacks.
Ring of Desiccation
max 1 per ArmyAt the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.
Tablet of Vezodinezh
max 1 per Army (Dominant) (Wizard only )When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.
Breath of the Brass Bull
max 1 per ArmyThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Golden Idol of Shamut
max 1 per ArmyIf the bearer's model is Infantry, its Advance Rate is set to 4" and its March Rate is set to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).
Ring of the Pearl Throne
max 1 per ArmyCannot be taken by models with Towering PresenceWeapon Enchantments in the bearer's unit and in units that are in base contact with the bearer are ignored.
Book of Meladys
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. When rerolling a natural '1', the rerolled Magic Dice benefits from Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
Glittering Lacquer
max 1 per ArmyCavalry models onlyThe bearer gains Hard Target (1).
Amethyst Crystal
max 1 per ArmyDispelling rolls made by the bearer's army gain a +1 modifier.
Diadem of Protection
max 1 per ArmyThe bearer gains Aegis (+2, max 4+).
Exemplar's Flame
max 1 per Army (Wizard only )Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit Lethal Strike and Magical Attacks until the end of the phase.
Locket of Sunna
max 1 per ArmyWhen fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.
Karadon's Courser
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyOne use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer must reroll failed Charge Range rolls.
Mantle of Ullor
max 1 per ArmyEnemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.
Winter Cloak
max 1 per ArmyThe bearer gains Aegis (2+, against Flaming Attacks), Aegis (5+), and Distracting. The bearer automatically fails all Fortitude Saves.
Ring of the Obsidian Thrones
max 1 per ArmyCannot be taken by Warlock OutcastsFriendly Break Tests and friendly Panic Tests taken within 6" of the bearer are subject to Minimised Roll.
Mask of the War Crow
max 1 per ArmyThe bearer's unit gains Fear. In addition, the bearer and any friendly unit that contains one or more models with Fear within 6" of the bearer's unit must reroll natural to-wound rolls of '1' with its Close Combat Attacks.
Ceinran's Scales
max 1 per Army (Wizard only )The bearer can cast Spectral Blades (Evocation) as a Bound Spell with Power Level (4/8).
Beastmaster's Whistle
max 1 per ArmyBeastmasters onlyOne use only. May be activated at the start of any friendly Charge Phase. Charge Range rolls of friendly Manticores and models with Type Beast within 12" of the bearer are subject to Maximised Roll until the end of the Charge Phase.
Moithir's Mirror
max 1 per ArmyThe bearer gains Aegis (5,+ against Melee Attacks). In addition, at Initiative Step 0 of a Round of Combat in which one or more Melee Attacks are allocated towards or distributed onto the bearer's model (including Initiative Step 0), the bearer inflicts 3 hits with Strength 4, Armour Penetration 2, and Magical Attacks on each of the attacking models' units. This is considered a Special Attack.
Seal of the 9th Fleet
max 1 per ArmySilexian Officers onlyIf the bearer’s unit consists entirely of Infantry models, it is considered Academy Trained.
Seed of the Dark Forest
max 1 per ArmyOne use only. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Forest Terrain Feature that must be no larger than 10" in length and 6" in width on the Battlefield, not in contact with any other Terrain Feature except Open Terrain, more than 1" away from all enemy units, and with its centre within 12" of the bearer. While inside this Forest Terrain Feature, friendly models gain a +1 Casting Modifier for Augment, Hex, and Universal spells, and add (+1/+1) to the Power Level of Totem Bound Spells they cast.
Dark Rain
max 1 per ArmyOne use only. This Artefact is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). Its effects last until the end of the Game Turn. If the owner has the second Player Turn, all Shooting Attacks suffer -2 to hit during the opponent's Shooting Phase. If the owner has the first Player Turn, instead all Shooting Attacks suffer -1 to hit during the opponent's Shooting Phase.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
Pillager Icon
max 1 per ArmyAll friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.
Crown of Horns
max 1 per ArmyThe bearer's unit and all units within range of its Commanding Presence (if applicable) automatically pass Discipline Tests taken due to Primal Instinct.
Eye of Dominance
max 1 per ArmyThe bearer gains Cannot be Stomped and Fear.
Crown of the Wizard King
max 1 per Army (Cannot be taken by Wizards )During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Book of Arcane Mastery
max 1 per Army (Dominant) (Wizard apprentice only, Wizard adept only )Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Crown of Autocracy
max 1 per ArmyCannot be taken by models with Not a Leader.The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Obsidian Rock
max 1 per ArmyThe bearer gains Magic Resistance (2).
Rod of Battle
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Binding Scroll
max 2 per ArmyOne use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Essence of a Free Mind
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Lightning Vambraces
max 1 per ArmyThe bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Talisman of Shielding
max 1 per ArmyThe bearer gains Aegis (5+).
Ranger's Boots
max 1 per Army (Foot only.)Standard Height Infantry models on foot onlyThe bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Magical Heirloom
max 1 per Army (Dominant) (Wizard only )The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Sceptre of Power
max 1 per ArmyOne use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Talisman of the Void
max 1 per ArmyThe bearer gains Channel (1).
Dragon Staff
max 1 per ArmyThe bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Crystal Ball
max 1 per Army (Dominant)The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Potion of Strength
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Dragonfire Gem
max 1 per ArmyThe bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Lucky Charm
max 1 per ArmyOne use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Potion of Swiftness
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Mempo of Blood
max 1 per ArmyThe bearer′s unit is immune to the effects of Fear and automatically passes Panic Tests caused by Terror.
General′s Kabuto
max 1 per ArmyOne use only. Must be activated when the bearer′s model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.
Dragon Pearl
max 1 per ArmyThe bearer gains Weapon Master. At the beginning of each Movement Phase, choose an enemy model in base contact with the bearer′s unit carrying a Special Item other than an enchanted Suit of Armour or a Banner enchantment. The Dragon Pearl becomes a copy of the chosen Item until the end of the turn. If an enchanted Weapon or Shield is copied, the effects of the mundane equipment are also retained by the copy.
Candle of the Void
max 1 per ArmyOne use only. This item can be used at the beginning of any phase and lasts until the end of the Player Turn. The bearer′s unit gains +4" March Rate, Swiftstride, Ghost Step and Strider. No models can join or leave the unit until the effect ends.
Mempo of Honour
max 1 per ArmyDuels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. All enemy model parts suffer -1 Attack Value while fighting in a Duel with the bearer.
Rod of the Horizons
max 1 per Army (Wizard only )Models Way of the Warrior onlyDirectly after choosing Spells, the bearer selects one of their own Spells. All Casting Attempts of this Spell with 2 or more Dice performed by the bearer are subject to Maximised Role.
Prayer Beads of the Inner Fire
max 1 per ArmyYamabushi onlyAll models in the bearer′s unit gain Ritual Meditation.
A Dirty Trick
max 1 per ArmyWhile fighting in a Duel, the bearer gains +1 Attack.
Pendant of Equality
max 1 per ArmyWhenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
The Plagiator
max 1 per ArmyThe bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
Soulcatcher
max 1 per ArmyRoll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
The Mirror Brigade
max 1 per ArmyOne use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which always have Strength 4 and Armour Penetration 1.
Harp of Bragi
max 1 per ArmyThe range of the bearer's Commanding Presence or Rally Around the Flag is always 18".
Norn's Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
Turul Radiant Headdress
max 1 per ArmyStandard Height onlyThe bearer gains Distracting and Terror.
Endless Plain
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
Spirit of the Herd
max 1 per ArmyModel parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).
Scurrying Veil
max 1 per ArmyStandard Height models onlyThe bearer's March Rate is set to 20". Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.
Fiendish Snares
max 1 per ArmyImmediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Gem of Faith's Tithe
max 1 per ArmyWhenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all.
Lifeforce Talisman
max 1 per ArmyWhenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.
Monster Munch
max 1 per Army (Dominant) (Wizard master only )Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
Goga Brew
max 3 per Army (Dominant)Goblin Witches and Goblin Demagogues onlyOne use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains Fearless and Unstable even if the bearer is removed as a casualty.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
Skull Fetish
max 1 per Army (Dominant) (Wizard only )Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
Infiltrator's Dart
max 2 per ArmyRight before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent’s Army List with Prey Scent for each model with one or more Infiltrator’s Darts on your Army List, even if the bearer is Ambushing.
Ancient Plaque
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Te Aupouri Smokestone
max 1 per ArmyOne use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.
Stampede Resonator Crystal
max 1 per ArmyOne use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.
Carved Tablet
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsDuring Spell Selection, the model must choose one of the spells from Carved Wisdom (see Howdah Devices) that no model with Carved Wisdom chooses.
The model can cast the chosen spell as a Bound Spell with Power Level (4/8).
Celestial Astrolabe
max 1 per ArmyCannot be taken if the Army List contains one or more Anurarch Archmages.The Casting Values of all spells cast by friendly models is reduced by 1.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and, unless it has Towering Presence, Distracting.
Black Knight's Tabard
max 1 per ArmyThe bearer's model gains Immune (Multiple Wounds (X))
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Orb of Ateus
max 1 per ArmyVermin Senators and Rakachit Technocrats onlyWhenever a friendly model in a unit within 8″ of the bearer suffers a Mishap, the number of the Mishap’s hits is reduced by 1 and the bearer gains a counter until the end of the Shooting Phase. At the end of each friendly Shooting Phase in which the bearer gained at least 1 counter, roll 2D6 and add the number of counters. If the result is 13 or higher, the bearer’s unit suffers D6 hits with Strength 4 and Armour Penetration 1 and the Artefact is ignored for the rest of the game.
Map of the Deeps
max 1 per ArmyVermin Senators and Stygian Overseers onlyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Tarina's Lyre
max 1 per ArmyVermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 8" of the bearer suffer a -2 to-wound modifier.
Orator's Toga
max 2 per Army (Foot only.)Models on foot onlyThe bearer gains Stand Behind and cannot issue Duels.
Cowl of the Apostate
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsThe model gains Holy Triumvirate, and for the purpose of this rule, it must select either Caelysian Pantheon or Cult of Errahman at the start of step 7 of the Pre-Game Sequence (Spell Selection).
Tome of the Ratking
max 1 per ArmyThe bearer can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8). The number of hits may be rerolled against targets that are touching a Water Terrain Feature.
Darkstone Detonator
max 1 per ArmyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Monster Munch
max 1 per Army (Dominant) (Wizard master only )Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
Goga Brew
max 3 per Army (Dominant)Goblin Witches and Goblin Demagogues onlyOne use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains Fearless and Unstable even if the bearer is removed as a casualty.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
Skull Fetish
max 1 per Army (Dominant) (Wizard only )Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
Monster Munch
max 1 per Army (Dominant) (Wizard master only )Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
Goga Brew
max 3 per Army (Dominant)Goblin Witches and Goblin Demagogues onlyOne use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains Fearless and Unstable even if the bearer is removed as a casualty.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
Skull Fetish
max 1 per Army (Dominant) (Wizard only )Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
Zartosht's Chains
max 1 per ArmyEnemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
Breath of the Brass Bull
max 1 per ArmyCannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Monster Munch
max 1 per Army (Dominant) (Wizard master only )Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell with Power Level (4/8).
Goga Brew
max 3 per Army (Dominant)Goblin Witches and Goblin Demagogues onlyOne use only. May be activated at the start of any Melee Phase. Until the end of the Player Turn, the bearer's unit gains Fearless and Unstable even if the bearer is removed as a casualty.
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including ConditionalApplication,modifiers,etc.). Ifso,thebearercannotuseitsownSpecialSave(includinganymodifiers), if available.
Skull Fetish
max 1 per Army (Dominant) (Wizard only )Add one Veil Token to your Veil Token pool whenever: • A friendly unit with at least one model with Goblin Cunning passes a Rally Test. • A friendly unit with at least one model with Brood Rivalry successfully completes a Charge.
Orator's Toga
max 2 per ArmyModels on foot onlyThe bearer gains Stand Behind and cannot issue Duels.
Putrid Pamphlet
max 1 per ArmyThe bearer's unit must reroll natural to-hit rolls of '1'.
Crucible of Contagion
max 1 per ArmyCannot be taken by ConstructsThe bearer's model gains +1 Health Point, and enemy units in base contact with the bearer's model suffer -1 Resilience.
Black Knight's Tabard
max 1 per ArmyThe bearer's model gains Immune (Multiple Wounds (X))
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.
Storm Cloak
max 1 per ArmyThe bearer gains Magic Resistance (2) and Hard Target (1).
Chest of Envoloping Fog
max 1 per Army (Foot only.)One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain must fit within a circle with a diameter of 6".
Veil of Harag
max 1 per ArmyThe bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Ancient Plaque
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Te Aupouri Smokestone
max 1 per ArmyOne use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.
Stampede Resonator Crystal
max 1 per ArmyOne use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.
Carved Tablet
max 1 per Army (Cannot be taken by Wizards )Cannot be taken by WizardsDuring Spell Selection, the model must choose one of the spells from Carved Wisdom (see Howdah Devices) that no model with Carved Wisdom chooses.
The model can cast the chosen spell as a Bound Spell with Power Level (4/8).
Celestial Astrolabe
max 1 per ArmyCannot be taken if the Army List contains one or more Anurarch Archmages.The Casting Values of all spells cast by friendly models is reduced by 1.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and, unless it has Towering Presence, Distracting.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Orb of Ateus
max 1 per ArmyVermin Senators and Rakachit Technocrats onlyWhenever a friendly model in a unit within 8″ of the bearer suffers a Mishap, the number of the Mishap’s hits is reduced by 1 and the bearer gains a counter until the end of the Shooting Phase. At the end of each friendly Shooting Phase in which the bearer gained at least 1 counter, roll 2D6 and add the number of counters. If the result is 13 or higher, the bearer’s unit suffers D6 hits with Strength 4 and Armour Penetration 1 and the Artefact is ignored for the rest of the game.
Map of the Deeps
max 1 per ArmyVermin Senators and Stygian Overseers onlyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Tarina's Lyre
max 1 per ArmyVermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 8" of the bearer suffer a -2 to-wound modifier.
Cowl of the Apostate
max 1 per Army (Wizard only )Cannot be taken by WizardsThe model gains Holy Triumvirate, and for the purpose of this rule, it must select either Caelysian Pantheon or Cult of Errahman at the start of step 7 of the Pre-Game Sequence (Spell Selection).
Tome of the Ratking
max 1 per ArmyThe bearer can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8). The number of hits may be rerolled against targets that are touching a Water Terrain Feature.
Darkstone Detonator
max 1 per ArmyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
Favanite Powder
max 1 per ArmyImmediately before attempting to cast a Learned Spell, the bearer may discard up to 2 Veil Tokens.
For each discarded Veil Token, the Caster gains a +1 Casting Modifier. In addition, if the bearer Miscasts, add a +1 Miscast Modifier for each discarded Veil Token.
Harp of Bragi
max 1 per ArmyThe range of the bearer's Commanding Presence or Rally Around the Flag is always 18".
Norn's Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
Weapon Enchantments
King Slayer
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Shield Breaker
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Supernatural Dexterity
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Touch of Greatness
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Cleansing Light
max 1 per Army (Enchantment: Close Combat Weapon)At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.
Fatal Folly
max 1 per Army (Enchantment: Beast Axe)For each Close Combat Attack against the wielder's model that rolls a natural to-hit roll of '1', the wielder must perform a Close Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks always strike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the '1' to hit.
Ancestral Carvings
max 3 per Army (Enchantment: Hand Weapon)Soothsayers onlyAttacks made with this weapon gain +2 Strength and +2 Armour Penetration. The wielder gains +2 Attack Value and Distracting while using this weapon.
Twin Hungers
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain Lethal Strike. Whenever the wielder rolls a natural '6' to wound with a Close Combat Attack, and this attack causes an unsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step (unless the wielder's model was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered per phase in this manner.
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Models without Ambush onlyAttacks made with this weapon gain Devastating Charge (+2 Str, +2 AP). The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
Crippling Frost
max 1 per Army (Enchantment: Great Weapon)Enemy units in base contact with the bearer's model suffer -2 Defensive Skill.
Transcendence
max 1 per Army (Enchantment: Lance)For each unsaved wound inflicted on enemy models with this weapon, the wielder gains +1 Strength and +1 Armour Penetration for the rest of the game, up to a maximum of +2 each.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain Artistry of Death, Battle Focus, Lethal Strike, and Multiple Wounds (2).
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Divine Attacks.
Sliver of the Blazing Dawn
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength and +2 Armour Penetration. Each successful to-hit roll with this weapon causes two hits instead of one.
Nova Flare
max 1 per Army (Enchantment: Lance)Attacks made with this weapon gain Devastating Charge (+1 Att), Lethal Strike, and become Divine Attacks. One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purpose of Devastating Charge.
Elu's Heartwood
max 1 per Army (Enchantment: Longbow)This weapon gains Shots 3, Str as user +1 and AP as user +1.
Flame of the East
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains Volcanic Embrace (D3) in the Melee Phase while using this weapon.
Eye of the Bull
max 1 per Army (Enchantment: Flintlock Axe)Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. The Strength of these hits is always set to 5 and their Armour Penetration is always set to 10. . In addition, while using this weapon, the wielder's Attack Value is set to 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
Onyx Core
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Attacks made with this weapon become Flaming Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder completes a Charge, attacks made with this weapon gain +2 Strength and +2 Armour Penetration until the wielder is no longer Engaged in Combat.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)The wielder gains Fear and Terror. Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)Attacks made with this weapon ignore Parry . At the start of the Initiative Step in which the wielder's Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder's Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5: • For each rank of the nominated unit after the first if the wielder's model is Engaged with the unit's Front or Rear Facing. • For each file of the nominated unit after the first if the wielder's model is Engaged with the unit's Flank Facing. The additional attacks must be allocated towards non-Champion R&F models of the nominated unit. If this is not possible, the additional attacks are ignored.
Serpent's Nest Charm
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks .
Glory of the Dawn Age
max 1 per Army (Enchantment: Halberd, Spear)Attacks made with this weapon gain +1 Strength and +1 Armour Penetration . In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target has Immune (Lethal Strike), their Armour Penetration is always set to 10 and they ignore Fortitude Saves.
Alchemical Arrows
max 1 per Army (Enchantment: Magnetic Short Bow)This weapon has Shots 4, Str 5, AP 1. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and their Strength is always set to 10 and their Armour Penetration is always set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks. The wielder may not take any other Special Items.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon)Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3 and Armour Penetration 1.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon's range is set to 18". The weapon gains +2 Shots, +1 Armour Penetration, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Attacks made with this weapon gain Lethal Strike, +1 Armour Penetration, become Magical Attacks, and can never hit on worse than 3+.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Attacks made with this weapon gain Multiple Wounds (D3) and become Magical Attacks.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains Magical Attacks and Poison Attacks (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon always hit on 4+.
Ritual Bloodletter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons, Iron fist)Shamans onlyThe wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become Magical Attacks. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Shots always set to 1, Str 4 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)].
Hunter's Honour
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. If the wielder causes at least one unsaved wound with this weapon, the wielder and all R&F models in the wielder's unit gain Distracting until the end of the Melee Phase.
Watcher’s Woe
max 1 per Army (Enchantment: Sylvan Longbow)Shots set to 4. Shooting Attacks made with this weapon become Poison Attacks.
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades)The wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Strength, Lethal Strike, and become Magical Attacks.
Godslayer
max 1 per Army (Enchantment: Great Weapon)The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis Saves with Conditional Application).
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder's Attack Value is set to 6. Attacks made with this weapon become Magical Attacks and, when fighting a Duel must reroll failed to-wound rolls.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder gains +2 Attack Value, +2 Agility, and Magical Attacks. Close Combat Attacks made against the wielder's model gain +1 to hit.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon become Flaming Attacks and Magical Attacks, gain Multiple Wounds (D3), and their Armour Penetration is set to 10.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon)The bearer's Attack Value is set to 5 while using this weapon, and attacks made with it gain Battle Focus (against Channel) and become Magical Attacks.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Battle Focus and become Magical Attacks. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain Battle Focus with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon wound automatically, always have Armour Penetration 10, and become Magical Attacks.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon always have Strength 10 and Armour Penetration 10 and become Divine Attacks and Magical Attacks. When rolling to wound with attacks made with this weapon, use the enemy's Discipline instead of its Resilience.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, and Vampiric (3+), and become Magical Attacks. For each unsaved wound caused by this weapon during a Melee Phase, Raise 1 Health Point of R&F models in the wielder's unit at the end of the Melee Phase. The number of Raised Health Points in each phase cannot exceed the fixed component of the Reanimated value of the R&F models in the unit, disregarding any D3 or D6 parts (e.g. you can Raise 4 Zombies in a single phase).
Shady Shanking
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with this weapon gain Lethal Strike, Lightning Reflexes, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks made with this weapon must be rerolled.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Maza's Zappin
max 1 per Army (Enchantment: Bow)The wielder's unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Eyratöki
max 1 per Army (Enchantment: Hand Weapon)Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
Byargfylli
max 1 per Army (Enchantment: Spear)Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.
Wicked Serrations
max 1 per Army (Enchantment: Great Weapon)While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
Wildfire Burst
max 1 per Army (Enchantment: Bow)This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder completes a Charge, attacks made with this weapon gain +2 Strength and +2 Armour Penetration until the wielder is no longer Engaged in Combat.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)The wielder gains Fear and Terror. Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)Attacks made with this weapon ignore Parry . At the start of the Initiative Step in which the wielder's Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder's Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5: • For each rank of the nominated unit after the first if the wielder's model is Engaged with the unit's Front or Rear Facing. • For each file of the nominated unit after the first if the wielder's model is Engaged with the unit's Flank Facing. The additional attacks must be allocated towards non-Champion R&F models of the nominated unit. If this is not possible, the additional attacks are ignored.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder gains +2 Attack Value, +2 Agility, and Magical Attacks. Close Combat Attacks made against the wielder's model gain +1 to hit.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon become Flaming Attacks and Magical Attacks, gain Multiple Wounds (D3), and their Armour Penetration is set to 10.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and their Strength is always set to 10 and their Armour Penetration is always set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks. The wielder may not take any other Special Items.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon)Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3 and Armour Penetration 1.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon's range is set to 18". The weapon gains +2 Shots, +1 Armour Penetration, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon always have Strength 10 and Armour Penetration 10 and become Divine Attacks and Magical Attacks. When rolling to wound with attacks made with this weapon, use the enemy's Discipline instead of its Resilience.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, and Vampiric (3+), and become Magical Attacks. For each unsaved wound caused by this weapon during a Melee Phase, Raise 1 Health Point of R&F models in the wielder's unit at the end of the Melee Phase. The number of Raised Health Points in each phase cannot exceed the fixed component of the Reanimated value of the R&F models in the unit, disregarding any D3 or D6 parts (e.g. you can Raise 4 Zombies in a single phase).
Godslayer
max 1 per Army (Enchantment: Great Weapon)The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis Saves with Conditional Application).
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder's Attack Value is set to 6. Attacks made with this weapon become Magical Attacks and, when fighting a Duel must reroll failed to-wound rolls.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Shots always set to 1, Str 4 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)].
Hunter's Honour
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. If the wielder causes at least one unsaved wound with this weapon, the wielder and all R&F models in the wielder's unit gain Distracting until the end of the Melee Phase.
Watcher’s Woe
max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )Shots set to 4. Shooting Attacks made with this weapon become Poison Attacks.
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades)The wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Strength, Lethal Strike, and become Magical Attacks.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon gain +3 Strength.
Serpent's Nest Charm
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks .
Glory of the Dawn Age
max 1 per Army (Enchantment: Halberd, Spear)Attacks made with this weapon gain +1 Strength and +1 Armour Penetration . In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target has Immune (Lethal Strike), their Armour Penetration is always set to 10 and they ignore Fortitude Saves.
Alchemical Arrows
max 1 per Army (Enchantment: Magnetic Short Bow)This weapon has Shots 4, Str 5, AP 1. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.
Shady Shanking
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with this weapon gain Lethal Strike, Lightning Reflexes, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks made with this weapon must be rerolled.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Maza's Zappin
max 1 per Army (Enchantment: Bow)The wielder's unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Attacks made with this weapon gain Lethal Strike, +1 Armour Penetration, become Magical Attacks, and can never hit on worse than 3+.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Attacks made with this weapon gain Multiple Wounds (D3) and become Magical Attacks.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains Magical Attacks and Poison Attacks (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon always hit on 4+.
Ritual Bloodletter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons, Iron fist)Shamans onlyThe wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become Magical Attacks. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Flame of the East
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains Volcanic Embrace (D3) in the Melee Phase while using this weapon.
Eye of the Bull
max 1 per Army (Enchantment: Flintlock Axe)Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. The Strength of these hits is always set to 5 and their Armour Penetration is always set to 10. . In addition, while using this weapon, the wielder's Attack Value is set to 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
Onyx Core
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Attacks made with this weapon become Flaming Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
Sliver of the Blazing Dawn
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength and +2 Armour Penetration. Each successful to-hit roll with this weapon causes two hits instead of one.
Nova Flare
max 1 per Army (Enchantment: Lance)Attacks made with this weapon gain Devastating Charge (+1 Att), Lethal Strike, and become Divine Attacks. One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purpose of Devastating Charge.
Elu's Heartwood
max 1 per Army (Enchantment: Longbow)This weapon gains Shots 3, Str as user +1 and AP as user +1.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon)The bearer's Attack Value is set to 5 while using this weapon, and attacks made with it gain Battle Focus (against Channel) and become Magical Attacks.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Battle Focus and become Magical Attacks. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain Battle Focus with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon wound automatically, always have Armour Penetration 10, and become Magical Attacks.
Crippling Frost
max 1 per Army (Enchantment: Great Weapon)Enemy units in base contact with the bearer's model suffer -2 Defensive Skill.
Transcendence
max 1 per Army (Enchantment: Lance)For each unsaved wound inflicted on enemy models with this weapon, the wielder gains +1 Strength and +1 Armour Penetration for the rest of the game, up to a maximum of +2 each.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain Artistry of Death, Battle Focus, Lethal Strike, and Multiple Wounds (2).
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Divine Attacks.
Fatal Folly
max 1 per Army (Enchantment: Beast Axe)For each Close Combat Attack against the wielder's model that rolls a natural to-hit roll of '1', the wielder must perform a Close Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks always strike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the '1' to hit.
Ancestral Carvings
max 3 per Army (Enchantment: Hand Weapon)Soothsayers onlyAttacks made with this weapon gain +2 Strength and +2 Armour Penetration. The wielder gains +2 Attack Value and Distracting while using this weapon.
Twin Hungers
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain Lethal Strike. Whenever the wielder rolls a natural '6' to wound with a Close Combat Attack, and this attack causes an unsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step (unless the wielder's model was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered per phase in this manner.
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Models without Ambush onlyAttacks made with this weapon gain Devastating Charge (+2 Str, +2 AP). The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
King Slayer
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Shield Breaker
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Supernatural Dexterity
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Touch of Greatness
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Cleansing Light
max 1 per Army (Enchantment: Close Combat Weapon)At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Black Demon Essence
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon always wound at least on a natural to-wound roll of ‵3', ‵4', ‵5' and ‵6'. Additionally, the bearer gains Fear.
Curse of the Wind God
max 1 per Army (Enchantment: Longbow)The wielder always shoots before all other models in their unit. If there is at least one successful to-hit roll of attacks with this weapon, choose one of the following Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Longbow against the same target in this phase: • Natural to-hit rolls of '1' must be rerolled. • The Armour Penetration of the attack is set to 1.
Dragon Claw
max 1 per Army (Enchantment: Katana)Attacks made with this weapon gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.
Dance of the Cherry Blossoms
max 1 per Army (Enchantment: Katana)Attacks made with this weapon gain +1 Armour Penetration. The bearer gains Kenjutsu (2). Additionally, the bearer gains Kenjutsu (1) while fighting in a Duel.
Borgionoli's Strength
max 1 per ArmyModels with Height Standard onlyThe bearer gains Crush Attack.
Sharpshooter's Eye
max 1 per ArmyModels without Towering Presence onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, Multiple Wounds (2, against Large) and Quick to Fire.
Flaming Star
max 1 per ArmyAttacks made with this weapon gain Lightning Reflexes. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks) until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
Eyratöki
max 1 per Army (Enchantment: Hand Weapon)Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
Byargfylli
max 1 per Army (Enchantment: Spear)Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
Wildfire Burst
max 1 per Army (Enchantment: Bow)This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.
Attack Gnasher
max 1 per Army (Enchantment: Close Combat Weapon)When performing Close Combat Attacks other than Crush Attacks, the wielder must perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is always set to 5 and whose Armour Penetration is always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
Serpent's Nest Charm
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks .
Glory of the Dawn Age
max 1 per Army (Enchantment: Light-lance, Spear)Attacks made with this weapon gain +1 Strength and +1 Armour Penetration . In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target has Immune (Lethal Strike), their Armour Penetration is always set to 10 and they ignore Fortitude Saves.
Alchemical Arrows
max 1 per Army (Enchantment: Magnetic Short Bow)This weapon has Shots 4, Str 5, AP 1. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder completes a Charge, attacks made with this weapon gain +2 Strength and +2 Armour Penetration until the wielder is no longer Engaged in Combat.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)The wielder gains Fear and Terror. Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)Attacks made with this weapon ignore Parry . At the start of the Initiative Step in which the wielder's Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder's Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5: • For each rank of the nominated unit after the first if the wielder's model is Engaged with the unit's Front or Rear Facing. • For each file of the nominated unit after the first if the wielder's model is Engaged with the unit's Flank Facing. The additional attacks must be allocated towards non-Champion R&F models of the nominated unit. If this is not possible, the additional attacks are ignored.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and their Strength is always set to 10 and their Armour Penetration is always set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks. The wielder may not take any other Special Items.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon)Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3 and Armour Penetration 1.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon's range is set to 18". The weapon gains +2 Shots, +1 Armour Penetration, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.
Attack Gnasher
max 1 per Army (Enchantment: Close Combat Weapon)When performing Close Combat Attacks other than Crush Attacks, the wielder must perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is always set to 5 and whose Armour Penetration is always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
Attack Gnasher
max 1 per Army (Enchantment: Close Combat Weapon)When performing Close Combat Attacks other than Crush Attacks, the wielder must perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is always set to 5 and whose Armour Penetration is always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
Wicked Serrations
max 1 per Army (Enchantment: Great Weapon)While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
Rocket Arrows
max 1 per Army (Enchantment: Bow)Shots 1, Str 3 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)], Reload!
Attack Gnasher
max 1 per Army (Enchantment: Close Combat Weapon)When performing Close Combat Attacks other than Crush Attacks, the wielder must perform 3 additional Close Combat Attacks in the same Initiative Step whose Strength is always set to 5 and whose Armour Penetration is always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon.
Toxic Incense
max 1 per ArmyWhile using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
Pestilential Wrath
max 1 per ArmyAttacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of '6' made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder completes a Charge, attacks made with this weapon gain +2 Strength and +2 Armour Penetration until the wielder is no longer Engaged in Combat.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)The wielder gains Fear and Terror. Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)Attacks made with this weapon ignore Parry . At the start of the Initiative Step in which the wielder's Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder's Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5: • For each rank of the nominated unit after the first if the wielder's model is Engaged with the unit's Front or Rear Facing. • For each file of the nominated unit after the first if the wielder's model is Engaged with the unit's Flank Facing. The additional attacks must be allocated towards non-Champion R&F models of the nominated unit. If this is not possible, the additional attacks are ignored.
Hurricane's Fury
max 1 per Army (Enchantment: Repeater Handbow)Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Serpent's Nest Charm
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks .
Glory of the Dawn Age
max 1 per Army (Enchantment: Light-lance, Spear)Attacks made with this weapon gain +1 Strength and Lethal Strike. In addition, attacks made with this weapon In addition, attacks made with this weapon that rolled a natural ’6’ to wound gain Multiple Wounds (2).
Alchemical Arrows
max 1 per Army (Enchantment: Magnetic Short Bow)This weapon has Shots 4, Str 5, AP 1. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.
Secrets of the Doom Blade
max 1 per Army (Foot only.) (Enchantment: Hand Weapon)Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and their Strength is always set to 10 and their Armour Penetration is always set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks. The wielder may not take any other Special Items.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon)Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3 and Armour Penetration 1.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon's range is set to 18". The weapon gains +2 Shots, +1 Armour Penetration, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.
Eyratöki
max 1 per Army (Enchantment: Hand Weapon)Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
Byargfylli
max 1 per Army (Enchantment: Spear)Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.
Banner enchantement
Icon of the Infinite
max 2 per ArmyThe bearer can cast Hellfire (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Zealots' Banner
max 3 per ArmyModels in the second rank of the bearer’s unit gain Extra Support (2).
Wasteland Torch
max 1 per ArmyThe bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.
Banner of Speed
max 3 per ArmyA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Stalker's Standard
max 3 per ArmyThe bearer’s unit gains Strider.
Aether Icon
max 3 per ArmyThe bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
max 3 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Flaming Standard
max 3 per ArmyOne use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Banner of the Relentless Company
max 3 per ArmyOne use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Legion Standard
max 3 per ArmyA unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Racial Trait Spell
*The spell can target units Engaged and in base contact with the Caster’s Front Facing.
Casting | Type | Duration | Effect | |
---|---|---|---|---|
H Hellfire | The target suffers (2D3) {2D6} hits with Strength 6, Armour Penetration 0, and Magical Attacks. | |||
Mf | 6++ |
Hex
Damage
Direct
Range 18" |
Instant | |
The target suffers (2D3) {2D6} hits with Strength 6, Armour Penetration 0, and Magical Attacks. |
Racial Trait Spell
*The spell can target units Engaged and in base contact with the Caster’s Front Facing.
Casting | Type | Duration | Effect | |
---|---|---|---|---|
H Hellfire (Boosted) | The target suffers (2D3) {2D6} hits with Strength 6, Armour Penetration 0, and Magical Attacks. | |||
Mf | 10++ |
Range 18" |
Instant | |
The target suffers (2D3) {2D6} hits with Strength 6, Armour Penetration 0, and Magical Attacks. |
Army Organisation
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Characters
(45% Max)
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Core
(20% Min)
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Special
(No Limit)
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Exalted Herald
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 8 | 5 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Exalted Herald | 6 | 9 | 5 | 2 | 8 |
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Chosen Lord
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 10" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 7 | 5 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chosen Lord | 5 | 8 | 5 | 2 | 7 |
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Doomlord
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
6" | 12" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 6 | 5 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Doomlord | 5 | 7 | 5 | 2 | 5 |
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Sorcerer
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Sorcerer | 2 | 4 | 3 | 0 | 3 |
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Barbarian Chief
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 5 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Barbarian Chief | 3 | 5 | 5 | 1 | 5 |
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Feldrak Ancestor
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 16" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
8 | 6 | 6 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Feldrak Ancestor | 6 | 6 | 7 | 4 | 3 |
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Mount Shadow Chaser
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
10" | 20" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
C | C | C | C+1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Shadow Chaser | 1 | 3 | 3 | 0 | 4 |
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Mount Scythed Skywheel
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
C" | C" | C | ||||
fly | 6" | 18" |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
C | C | C | C |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Scythed Skywheel | 3 | 0 | 3 |
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Mount War Dais
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
C" | C" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | C | C+2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
War Dais | 4 | 5 | 4 | 1 | 4 |
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Mount Dark Chariot
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | 5 | C+2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Black Steed(2) | 1 | 3 | 4 | 0 | 3 | |
Chassis | 5 | 2 |
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Mount Battleshrine
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 10" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | C | 5 | C+1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Wretched One(2) | 4 | 0 | 1 |
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Mount Chimera
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 20" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | 5 | C |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chimera | 5 | 4 | 5 | 2 | 4 |
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Mount Wasteland Behemoth
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 3 | 6 | 4 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Wasteland Behemoth | 6 | 3 | 6 | 3 | 3 |
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Mount Wasteland Dragon
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | C | ||||
fly | 7" | 14" |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
6 | 5 | 6 | 4 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Wasteland Dragon | 5 | 5 | 6 | 3 | 3 |
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Warriors
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 5 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Warrior | 2 | 5 | 4 | 1 | 4 |
|
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Fallen
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
6" | 12" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Fallen | 2 | 4 | 4 | 1 | 4 |
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Barbarians
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | 7 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 3 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Barbarian | 1 | 4 | 4 | 0 | 3 |
|
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Barbarian Horsemen
Units of 8 or more models count towards Core instead of Special.
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 16" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 3 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Barbarian Horseman | 1 | 4 | 4 | 0 | 3 |
|
Black Steed | 1 | 3 | 4 | 0 | 3 |
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Warhounds
Units of 8 or more models count towards Core instead of Special.
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 16" | 5 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 3 | 0 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Warhound | 1 | 3 | 3 | 0 | 4 |
|
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Warrior Knights
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 14" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 5 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Warrior Rider | 2 | 5 | 4 | 1 | 4 |
|
Black Steed | 1 | 3 | 4 | 0 | 3 |
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Warrior Chariot
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 5 | 5 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Warrior Crew(2) | 2 | 5 | 4 | 1 | 4 | |
Black Steed(2) | 1 | 3 | 4 | 0 | 3 | |
Chassis | 5 | 2 |
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Chosen
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 10" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
2 | 6 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chosen | 3 | 6 | 4 | 1 | 5 |
.png)
Chosen Knights
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 6 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chosen Rider | 3 | 6 | 4 | 1 | 5 | |
Karkadan | 2 | 3 | 5 | 2 | 2 |
.png)
Chosen Chariot
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 7" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 6 | 5 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chosen Crew | 3 | 6 | 4 | 1 | 5 | |
Karkadan | 2 | 3 | 5 | 2 | 2 | |
Chassis | 5 | 2 |
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Chimera
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 20" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 3 | 5 | 3 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Chimera | 5 | 4 | 5 | 2 | 4 |
|
.png)
Wretched Ones
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
3D6" | " | 5 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 2 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Wretched One | 4 | 0 | 1 |
.png)
Forsworn
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
6" | 12" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Forsworn | 2 | 5 | 4 | 1 | 4 |
|
.png)
Feldraks
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 16" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 4 | 5 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Feldrak | 3 | 4 | 5 | 2 | 3 |
.png)
Battleshrine
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 10" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 4 | 5 | 4 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Shrine Priest | 1 | 4 | 3 | 0 | 3 |
|
Wretched One(2) | 4 | 0 | 1 |
.png)
Flayers
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
10" | 20" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 3 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Flayer | 1 | 4 | 4 | 0 | 4 |
|
Shadow Chaser | 1 | 3 | 3 | 0 | 4 |
.png)
Hellmaw
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 10" | 5 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 3 | 5 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Hellmaw | 5 | 3 | 5 | 2 | 1 |
|
.png)
Forsaken One
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
3D6" | " | 5 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
6 | 2 | 6 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Forsaken One | 6 | 2 | 1 |
.png)
Marauding Giant
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 3 | 5 | 1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Marauding Giant | 5 | 3 | 5 | 2 | 3 |
|
.png)
Feldrak Elder
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 16" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
6 | 5 | 6 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Feldrak Elder | 5 | 5 | 6 | 3 | 3 |
.png)
Marauding Giant
Giants of the Ninth Age
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | 8 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 3 | 5 | 1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Marauding Giant | 5 | 3 | 5 | 2 | 3 |
|