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Undying Dynasties - Barrow Legion (v2021 beta 2)
Weapon Enchantments
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 ShootingWeapon (3+) with the following profile: Range 18″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!,[Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.
Ancestral Carvings
max 3 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain +2Strength and +2 Armour Penetration, and become Magical Attacks. The wielder gains +2 Attack Value andDistracting while using this weapon.
Twin Hungers
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain Lethal Strike and become MagicalAttacks. Whenever the wielder rolls a natural ‘6’ to wound with a Close Combat Attack, and this attack causes anunsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step. No more than 1 Health Pointmay be Recovered per phase in this manner.
Fatal Folly
max 1 per Army (Enchantment: Beast Axe)Attacks made with this weapon become Magical Attacks. For each CloseCombat Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform aClose Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks alwaysstrike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the ‘1’ to hit.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon wound automatically, alwayshave Armour Penetration 10, and become Magical Attacks.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Battle Focus and become MagicalAttacks. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gainBattle Focus with attacks allocated towards the same enemy unit in the same phase in subsequent InitiativeSteps.
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.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon always have Strength 10 and Armour Penetration 10 and gain Divine Attacks and become 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)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks, and Vampiric (3+). 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).
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Attacks made with thisweapon gain Multiple Wounds (D6), become Divine Attacks and Magical Attacks, and theirStrength and Armour Penetration are set to 10. At the end of each friendly Player Turn, the wielder suffers 1hit with Toxic Attacks, which counts as a Melee Attack.
Swarm Master
max 1 per Army (Enchantment: Paired Weapons)The wielder always has Attack Value 3D6 while using this weapon.Attacks made with this weapon always have Strength 3, always have Armour Penetration 1, and becomeMagical Attacks.
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: Ogre Crossbow, Brace of Ogre Pistols)Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains Magical Attacks and Poison Attacks (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon always hit on 4+.
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+.
Ritual Bloodletter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons, Iron Fist)The 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.
Glory of the Dawn Age
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength, MagicalAttacks, and Multiple Wounds (2).
Wildfire Burst
max 1 per Army (Enchantment: Bow)This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks madewith this weapon become Flaming Attacks and Magical Attacks. A unit that is hit by one or more ofthese attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it isnow considered to be in Soft Cover until the end of the Player Turn.
Divine Judgement
max 1 per Army (Enchantment: Lance)Cannot be taken by a model with Might.Attacks made with this weapongain Devastating Charge (Multiple Wounds (D3+1)) and become Magical Attacks.
Tristan’s Resolve
max 1 per Army (Enchantment: Hand Weapon)While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and Magical Attacks. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
Wyrmwood Core
max 1 per Army (Enchantment: Lance)The wielder gains Breath Attack (Str 5, AP 0, Flaming Attacks).Attacks made with this weapon become Flaming Attacks and Magical Attacks.
Godslayer
max 1 per Army (Enchantment: Great Weapon)The wielder gains +1 Attack Value while using this weapon. Attacks made withthis weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, againstAegis) (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 AttackValue is set to 6. Attacks made with this weapon become Magical Attacks and must reroll failedto-wound rolls when fighting a Duel.
Titanic Might
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Blessed Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
King Slayer
max 1 per Army (Enchantment: Close Combat Weapon)The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 enchanted 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 of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Supernatural Dexterity
max 1 per Army (Enchantment: Close Combat Weapon)The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Touch of Greatness
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this enchanted 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 enchanted weapon become Flaming Attacks and Magical Attacks.
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.
Shady Shanking
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks.
When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
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.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon become Flaming Attacks andMagical Attacks, gain Multiple Wounds (D3), and their Armour Penetration is set to 10.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)While using this weapon, the wielder gains +2Attack Value, +2 Agility, and Magical Attacks. Close Combat Attacks made against the wielder’s model gain +1to hit.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Attacks made with this Sylvan Longbow gain +1 to wound when shooting from Short Range, and become Magical Attacks.
Lifeseed Feathers
max 1 per Army (Enchantment: Sylvan Longbow)Attacks made with this weapon become Magical Attacks. Instead of firing this Sylvan Longbow using the standard rules for Sylvan Longbows and Longbows, the wielder may apply the following rules: Range 30″, Shots always 1, Strength and Armour Penetration vary depending on the wielder’s distance to the target:
• Str 4, AP 1 if within 10″
• Str 5, AP 2 if more than 10″ and within 20″
• Str 6, AP 3 if more than 20″ and within 30″, and the attack gains 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.
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.
Onyx Core
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Enchantment: Hand Weapon or Infernal Weapon.
Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.
Darkstone Shot
max 1 per Army (Enchantment: Jezail, Ratlock Pistols)The weapon gains +1 Shots. Shooting Attacks madewith this weapon with a natural to-wound roll of ‘6’ gain Multiple Wounds (D3).
Nova Flare
max 1 per Army (Enchantment: Lance)Attacks made with this weapon gain Devastating Charge (+1 Att) andLethal Strike, and become Divine Attacks and Magical Attacks.One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purposeof Devastating Charge.
Elu’s Heartwood
max 1 per Army (Enchantment: Longbow)This weapon gains Shots 3, Str as user +1, AP as user +1, and MagicalAttacks.
Sliver of the Blazing Dawn
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1Strength, +2 Armour Penetration, and become Magical Attacks. Each successful to-hit roll with this weaponcauses two hits instead of one.
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 must reroll failed to-wound rolls when Fighting a Duel.
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 must reroll failed to-wound rolls when Fighting a Duel.
Dragon Claw
max 1 per Army (Enchantment: Katana)Attacks made with this weapon become Magical At- tacks, 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 become Magical At- tacks, and gain +1 Armour Penetration. Additionally, the bearer gains Kenjutsu (2) and +1 Attack Value.
Byargfylli
max 1 per Army (Enchantment: Spear)Attacks made with this weapon become Divine Attacks and MagicalAttacks, and gain Lethal Strike and Lightning Reflexes.
Eyratöki
max 1 per Army (Enchantment: Hand Weapon)The wielder gains Crush Attack, and can perform two CrushAttacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of CombatSequence as usual).
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks with this weapon become MagicalAttacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks madeagainst the wielder’s model gain +1 to hit.
Spear of Evisceration
max 1 per Army (Enchantment: Hand Weapon, Spear)The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks.
Some rare spears display multiple, deadly blades.
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: Ogre Crossbow, Brace of Ogre Pistols)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+.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron Fist)Attacks made with this weapon gains Lethal Strike, become Magical Attacks, +1 Armour Penetration, and can never hit on worse than 3+.
Ritual Bloodletter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons, Iron Fist)The wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it gain Magical Attacks. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token
Nova Flare
max 1 per ArmyAttacks made with this weapon gain Devastating Charge (+1 Att) and Lethal Strike, and become Divine Attacks and Magical 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 3", Str as user +1, AP as user +1, and Magical Attacks.
Sliver of the Blazing Dawn
max 1 per Army (Enchantment: Spear)Attacks made with this weapon gain +1 Strength, +2 Armour Penetration, and become Magical Attacks. Each successful to-hit roll with this weapon causes two hits instead of one.
Frostbite
max 1 per Army (Enchantment: Hand Weapon)Attacks made with his weapon always have Armour Penetration 10 and have Multiple Wounds (D3). If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive additional D3 automatic hits with Strength 6, Armour Piercing 10 at Initiative 0 step of combat
Tyrant's Hand
max 1 per Army (Enchantment: Shooting Weapon)If any friendly unit within 12́́ of the bearer fails a Panic test, you may inflict that unit D3 hits with Strength 4, Armour Penetration 1. The unit then passes the test automatically and becomes Shaken until end of the Player Turn.
Hawkeye
max 1 per Army (Enchantment: Bow)Attacks made with this weapon gain + 1 to wound when shooting from Long Range.When shooting from Short Range, they gain + 2 to wound instead.
Wildfire Burst
max 1 per Army (Enchantment: Bow)This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks madewith this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks losesSoft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered tobe in Soft Cover until the end of the Player Turn.
Crusader’s Daring
max 1 per Army (Enchantment: Lance)Close Combat Attacks made with this weapon gain Multiple Wounds (D3) and +2 Str.
Conquistador’s Riposte
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Enemies who are wounded by this weapon in a Duel take -2 Agi, -1 Off, -1 Def as long as the combat lasts. This effect does not stack multiple times.
Masterwork Rapier
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The bearer gains +1 Att and +2 Agi.
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gainDevastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a ShootingWeapon (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.
Eye of the Bull
max 1 per Army (Enchantment: Flintlock Axe)Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon’s Close Combat Attacks is set to the wielder’s Offensive Skill, and the Strength of the weapon’s Shooting Attacks is set to 5. In addition, while using this weapon, the wielder’s Attack Value is setto 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).
Flame of the East
max 1 per Army (Enchantment: Close Combat Weapon)The wielder gains Volcanic Embrace (D3) while using this weapon.
Crippling Frost
max 1 per Army (Enchantment: Great Weapon)Attacks made with this weapongain +1 Strength, +1 Armour Penetration, and become Magical Attacks. In addition, for every hit inflictedwith the weapon in a Duel, choose a model part of the enemy model. The chosen model part suffers −1 Attack Valueuntil the end of the Round of Combat.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon becomeMagical Attacks and gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Valueand Fear.
Transcendence
max 1 per Army (Enchantment: Lance)Attacks made with this weapon become Magical Attacks. For eachunsaved wound inflicted against enemy models with this weapon, the wielder gains +1 Strength and +1 ArmourPenetration for the rest of the game, up to a maximum of +2 each.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)Whileusing this weapon, the wielder must reroll natural to-wound rolls of ‘1’ with Close Combat Attacks, and attacks madewith this weapon become Magical Attacks. In addition, for each Health Point lost by an enemy unit due toattacks made with this weapon, the wielder’s side adds +1 to their Combat Score of this Round of Combat. This mayexceed the normal limit in Duels.
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 and Magical Attacks.
Curse of the Wind God
max 1 per Army (Enchantment: Yumi)Models with the Mon of the Ashiwara Clan onlyAttacks made with this weapon become Magical At- tacks. The wielder always shoots before all other models in his unit. For every successful to-hit roll of attacks with this weapon, choose one of the follow- ing Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Yumi (Longbow) or a Bow against the target unit in this phase:
• Natural to-hit rolls of ‘1’ must be rerolled.
• Natural to-wound rolls of ‘1’ must be rerolled.
• The Armour Penetration of the attack is set to 1
Black Demon Essence
max 1 per Army (Enchantment: Yari)Models with Mon of the Taneka Clan only.Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. If the wielder causes one or more unsaved wounds with this weapon while charging, all models in the target unit suffer -1 to-hit until the end of the Round of Combat.
Wicked Serrations
max 1 per Army (Enchantment: Hobgoblin Scimitar)Singlemodel units that have suffered one or more Health Point losses due to attacks from this weapon suffer −1 Resilienceand −1 Attack Value until the end of the Combat Phase.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon)Infantry models only
While using this weapon, the wielder gainsGrind 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, Armour Penetration 1, and Magical Attacks.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)StandardHeight models onlyWhile using this weapon,the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6), becomeDivine Attacks and Magical Attacks, and their Strength and Armour Penetration are set to 10. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with LightningAttacks.
Rodentium Bullets
max 1 per Army (Enchantment: Pistol)The weapon’s range is set to 18″. The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.
Armour Enchantments
Aaghor’s Affliction
max 1 per Army (Enchantment: Light Armour)The wearer gains +1 Resilience and Fortitude (4+), butautomatically fails all of its Armour Saves.
Trickster’s Cunning
max 1 per Army (Enchantment: Light Armour)Successful to-wound rolls against the wearer’s model must bererolled.
Obscuring Fog
max 1 per Army (Enchantment: Shield)While using this Shield, enemy units in base contact with the bearer suffer −1Agility. The bearer’s unit does not benefit from +1 Agility from Charging Momentum.
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 thefollowing:• +1 Strength, +1 Armour Penetration, and −1 Resilience• −1 Strength, −1 Armour Penetration, and +1 ResilienceThe effects last until the end of the Melee Phase.
Imperial Seal
max 1 per Army (Enchantment: Plate Armour)The wearer gains +3 Armour and +1 Discipline. The wearer’s unit cannotvoluntarily declare Flee as a Charge Reaction.
Blacksteel
max 1 per Army (Enchantment: Plate Armour)The wearer gains +1 Armour and Fear. If taken by a model on foot, thewearer gains an additional +1 Armour.
Witchfire Guard
max 1 per Army (Enchantment: Shield)The bearer gains Aegis (4+, against Magical Attacks) whileusing this Shield.
Shield of Volund
max 1 per Army (Enchantment: Shield)While using this Shield, attacksagainst the bearer’s model with Lethal Strike and/or Battle Focus lose these Attack Attributes.
Legend of the Black King
max 1 per Army (Enchantment: Heavy Armour, Plate Armour)The bearer gains +1 Armour and Aegis (4+).
Putrid Protection
max 1 per Army (Enchantment: Light Armour)The wearer gains +2 Armour. For each successful Armour Save made by thewearer against Melee Attacks, the wearer immediately inflicts 1 hit with Toxic Attacks against the model that causedthe wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a SpecialAttack.
Net of Deception
max 1 per Army (Enchantment: Shield)While using this Shield, the bearer gains Distracting. At the endof step 2 of the Round of Combat Sequence (immediately after Choose Weapons), nominate one enemy model part inbase contact with the user of the Shield. For the duration of this Round of Combat, the nominated model part suffers−1 Attack Value.
Seal of House Underminer
max 1 per Army (Enchantment: Heavy Armour)The owner’s army gains a +1 modifier for theroll for determining who chooses the Deployment Zone. Immediately after Deployment Zones are chosen, nominatea Terrain Feature with its centre in your half of the Battlefield. Unless that Terrain Feature is Impassable Terrain orOpen Terrain, it becomes Dangerous Terrain (2).
Wrestler’s Belt
max 1 per Army (Foot only.) (Enchantment: Light Armour)The wearer gains +2 Armour and +1 Strength.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)The wearer gains +1 Armour. Attacks against thewearer can never have a Strength above 5.
Karkadan’s Resilience
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Resilience but automatically failsall Special Saves.
Yeti Furs
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
Taurosaur’s Vigour
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and +1 Health Point.
Serrate Scales
max 1 per Army (Enchantment: Shield)While using this Shield, the bearer gains Grind Attacks (2) that arealways resolved with Strength 5 and Armour Penetration 2.
Crusader’s Salvation
max 1 per Army (Dominant) (Enchantment: Heavy Armour)The wearer gains +1 Armour and must reroll failed ArmourSaves.
Fortress of Faith
max 1 per Army (Enchantment: Shield)While using this Shield, the bearer must reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and must reroll natural Armour Save rolls of ‘1’.
Faith of Percival
max 1 per Army (Dominant) (Enchantment: Shield)While usingthis Shield, the wearer gains Aegis (+1, max. 4+). Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Uther’s Conviction
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +1 Armour and Aegis (+1, max. 4+, againstArmour Penetration 6 or more).
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 andFortitude (5+).
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+) and 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 it does, it automatically fails all Special Saves.
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.
Seal of the Republic
max 1 per Army (Foot only.) (Enchantment: Heavy Armour)For each unsaved wound inflicted against enemy models with thewearer’s Close Combat Attacks, the wearer gains +1 Armour for the rest of the game.
Tuktek's Guard
max 1 per Army (Enchantment: Suit of Armour)The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
Gladiator’s Spirit
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +1 Armour and Parry.
Kadim Binding
max 1 per Army (Enchantment: Shield)The bearer’s weaponslose Two-Handed if they had it. While using this Shield, the bearer gains Aegis (+1, against Flaming Attacks, max.2+) and Parry.
Gleaming Robe
max 1 per Army (Enchantment: Light Armour)The wearer gains Aegis (3+) and itsArmour is set to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire,the number of hits is halved, rounding fractions up.
Protection of Dorac
max 1 per Army (Foot only.) (Enchantment: Heavy Armour)The wearer gains +2 Armour and +2 Defensive Skill.
Daemon’s Bane
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +2 Armour against Magical Attacks.
Star Metal Alloy
max 1 per Army (Enchantment: Shield)The first time the bearer’s model suffers an unsaved wound from an attackwith Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.
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+).
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+).
Symbolof of Imperial Rule
max 1 per Army (Enchantment: Heavy Armour)Infantry models with Way of the Warrior onlyThe wearer gains +2 Armour and +1 Resilience.
Nobunaga's Honour
max 1 per Army (Enchantment: Sode)The bearer gains +1 Armour and ignores the first un- saved wound it suffers. This can prevent all wounds from an attack with Multiple Wounds. If the bearer suffers several wounds at the same time, choose which one is ignored.
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 and Devastating Charge (+1 Str, +1 Att, +1Def).
Gunagr’s Armour
max 1 per Army (Enchantment: Suit of Armour)The bearer gains Fearless andcan never be wounded on better than 4+.
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)The wearer gains +3 Armour. If the wearer’s model has ToweringPresence, its Armour cannot be improved beyond 5.
Rhino Hide
max 1 per Army (Enchantment: Shield)All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up.
The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Light Armour)The wearer gains +2 Armour and +1 Strength.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)The wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
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. All enemy model parts in units in base contact with the wearer suffer -1 Agility.
Gleaming Robe
max 1 per ArmyStandard Height Mages only.
Light Armour enchantment.The wearer gains Aegis (3+) and its Armour is set to 1, which cannot be improved. If the wearer Miscasts and rolls Magical Inferno or Witchfire, the number of hits is halved (rounding fractions up).
Protection of Dorac
max 1 per ArmyModels on foot only.
Heavy Armour enchantment.The wearer gains +2 Armour and +2 Defensive Skill.
Daemon's Bane
max 1 per ArmySuit of Armour enchantment.The wearer gains +2 Armour against Magical Attacks.
Star Metal Alloy
max 1 per ArmyShield enchantment.
The first time the bearer's model suffers an unsaved Wound from an attack with Multiple Wounds while using this Shield, the number of Wounds suffered is halved rounding fractions up.
Belt of the Bogatyr
max 1 per Army (Enchantment: Heavy Armour)The bearer gains Strength 6, Resilience 6, Crush Attack and Cannot be Stomped.
Tundra's Kiss
max 1 per Army (Enchantment: Shield)For each failed to hit roll of Melee Attack against the wielder of this shield, the attacking model suffers one automatic hit with Strength 4, Armour Penetration 1 in its initiative Step.
Ice Shield
max 1 per Army (Enchantment: Shield)The wielder gets +2 Defensive Skill.
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.
Legend of the Mad Don
max 1 per Army (Dominant) (Enchantment: Plate Armour)Mounted models only.
May only be taken by a Don.
Bearer gains Random Movement (2D6+1), Aegis (2+, against Ranged Attacks), Aegis (4+), Fear, Fearless, Unbreakable, and may never join any unit.
Blaze of Protection
max 1 per Army (Enchantment: Infernal Armour)Infantry models only.The 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.
Elemental Plate
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by modelswith Towering PresenceThe wearergains Aegis (4+, against Close Combat Attacks). This Aegis Save cannot be used against Close Combat Attacksmade with a Hand Weapon. In addition, the wearer gains Aegis (4+, against Flaming Attacks).
Death’s Head Aura
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by units thatcount toward CoreIf on foot, thewearer gains +2 Armour. If mounted, the wearer gains +1 Armour instead. In addition, the wearer gains Aegis(3+, against Special Attacks).
Plague-Hermit’s Blessing
max 1 per Army (Enchantment: Light Armour)Cult of Errahman onlyThe wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Artefacts
Dark Rain
max 1 per ArmyOne use onlyOne use only. This Artefact is automatically activated at the start of the first Game Turn (ifthe bearer is not on the Battlefield at this time, the item cannot be used). Its effects last until the end of the GameTurn. If the owner has the second Player Turn, all Shooting Attacks suffer −2 to hit during the opponent’s ShootingPhase. If the owner has the first Player Turn, instead all Shooting Attacks suffer −1 to hit during the opponent’sShooting Phase.
Pillager Icon
max 1 per ArmyAll friendly units within 12″ of the bearer comprised entirely of Razortusks orsingle model Chariots, excluding Characters, gain Vanguard.
Seed of the Dark Forest
max 1 per ArmyOne use onlyOne use only. Right before the battle (during step 7 of the DeploymentPhase Sequence), the bearer must place a single Forest Terrain Feature that must be no larger than10″ 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. All friendly models inside thisForest Terrain Feature gain a +1 Casting Modifier for Augment, Hex, and Universal spells, and add (+1/+1) to thePower Level of Totem Bound Spells they cast. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dicefrom friendly models is always a failed Casting Attempt, regardless of any modifiers.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, allfriendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature onthe Battlefield gain Magic Resistance (2).
Eye of Dominance
max 1 per ArmyClose Combat Attacks from Beast, Cavalry, and Construct models willalways hit the bearer only on a roll of 6+. If the attacking model is a multipart model, only model parts withHarnessed are affected.
Crown of Horns
max 1 per ArmyThe bearer’s unit and all units within range of its Commanding Presence (ifapplicable) automatically pass Discipline Tests taken due to Primal Instinct.
Winter Cloak
max 1 per ArmyThe bearer gains Aegis (2+, against Flaming Attacks), Aegis (5+),and Distracting. The bearer automatically fails all Fortitude Saves.
Locket of Sunna
max 1 per ArmyWhen fighting a Duel, choose a single model part with neither Harnessed nor Inanimate thatthe bearer is fighting with. The bearer and the chosen model part must swap their unmodified Characteristicvalues of Strength, Armour Penetration, Resilience, Agility, and Attack Value. This is done before applying othermodifiers. If the chosen model part does not have a Defensive Profile of its own, use the Multipart Model’s DefensiveProfile instead.
Exemplar’s Flame
max 1 per Army (Dominant) (Wizard only )Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-GameSequence). At the start of any friendly Melee Phase, if the bearer is within 18″ of the chosen unit, the owner maychoose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit LethalStrike and Magical Attacks until the end of the phase.
Mantle of Ullor
max 1 per ArmyEnemy units within 6″ of the bearer do not gain +1 Agility for Charging Momentum.
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 Monstruous 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 the 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+.
Necromantic Staff
max 1 per Army (Dominant)Wizards onlyThe 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).
Unholy Tome
max 1 per Army (Dominant)Wizards onlyDominant. The bearer can cast Danse Macabre from 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 in the opponent's Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Multifocal Eyepiece
max 1 per ArmyAt the start of each friendly Shooting Phase,you may choose a Weapon Team within 3″ of the bearer. For the duration of the phase, Shooting Attacks made bythis Weapon Team gain +1 to hit.
Second Awakening
max 1 per ArmyWhen the bearer casts a spell of type Damage for which dice are usedto determine the number of hits the spell inflicts, you may choose to reroll those dice. If so, all dice must be rerolled.
Crown of Succession
max 1 per ArmyWhen the army’sGeneral is removed as a casualty, the bearer gains Commanding Presence.
Scurrying Veil
max 1 per ArmyThe bearer gains Tiny (see Rat Swarmsunit), and its March Rate is set to 20″.
Sceptre of Vermin Valour
max 1 per ArmyThe bearer gains Stand Behind.
Focusing Stone
max 1 per ArmyWizards only.Whenever a friendly unit within 24″ of the bearer inflicts one or more hits in afriendly Magic or Shooting Phase, the owner may discard Veil Tokens from their Veil Token pool before rolling towound. For every discarded Veil Token, one of the hits gains +1 to wound. If there are more hits than discarded VeilTokens, declare which hits gain the modifier before rolling any dice. Each hit can only be affected once.
Lygur’s Tongue
max 1 per ArmyEnemy units in base contact with the bearer suffer −1 Attack Value.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attacks (D3+1), and all models in the bearer’sunit must reroll failed to-wound rolls with Stomp Attacks.
Aurochs Charm
max 1 per ArmyThe bearer gains Mountain Hide.
Sphere of Shielding
max 1 per ArmyModels on Palanquin and Skink Palanquin only.The bearer gains Aegis(2+, against Ranged Attacks) and automatically fails all saves against Melee Attacks.
Ancient Plaque
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. This ability cannot be used for Casting Attempts with onlyone Magic Dice.
Starfall Shard
max 1 per ArmyThe bearer’s model gains Aegis (2+, against Flaming Attacks) and HardTarget (1), and automatically fails all Fortitude Saves.
Spirit of the Stampede
max 1 per ArmyThe bearer’s mount gains Impact Hits (D6). If it already hadImpact Hits, increase the number of Impact Hits by D6 instead.
Jade Staff
max 1 per ArmyThe bearer can cast Healing Waters (Druidism) as a Bound Spell with Power Level (4/8).
Raptor Spirit
max 1 per ArmyModels on foot onlyThe bearer gains +4″ Advance Rate, +4″ March Rate, and Swiftstride.This Artefact cannot be taken by a model with Ranger’s Boots.
Egg of the Quetzal
max 1 per ArmyThe bearer gains Breath Attack (Str D3+2, AP 1, Magical Attacks).
Sun Tablet
max 1 per ArmyThe bearer always selects its spells from all Learned Spells of its chosen Path and Spark ofCreation (Hereditary Spell). This overrides the Spell Selection rules for Wizard Apprentices, Adepts, and Essence ofa Free Mind. This Artefact cannot be combined with Protean Potentate.
Obsidian Tesseract
max 1 per ArmyOne use only. May be activated in the opponent’s Magic Phase atthe end of step 3 of the Magic Phase Sequence (Siphon the Veil). When activated, remove 1 Magic Dice from theopponent’s Magic Dice pool.
Storm Clarion
max 1 per ArmyOne use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
Wafers of Penitence
max 1 per ArmyWizards onlyOne use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
Black Knight’s Tabard
max 1 per Army (Dominant)One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are set to 1, and it gains Aegis (3+) until the end of the Player Turn.
Crystal of the Valiant Charge
max 1 per Army (Dominant)Wizards onlyOne use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Ankh of Naptesh
max 1 per ArmyThe bearer gains Hierophant. R&F models in the bearer’s unit gainFortitude (6+).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Autonomous and Stubborn.
Crown of the Pharaohs
max 1 per ArmyThe bearer increases the range ofits Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until thestart of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start ofyour next Player Turn.
Steeds of Nephet-Ra
max 1 per ArmyModels with at least one Skeletal Horse model part in the bearer’sunit gain Ghost Step and +4″ March Rate.
Sandstorm Cloak
max 1 per ArmyThe bearer gains Fly (5″, 15″), Light Troops, and Swiftstride, and canperform 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 PowerLevel (4/8) and the following modification:The spell’s range is changed to 12″ Aura.
Sacred Hourglass
max 1 per Army (Dominant)The bearer may reroll failed Casting Attempts that were rolled using 2Magic Dice (by rerolling both Magic Dice).
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).
Scroll of Desiccation
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of thePre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the TerrainFeature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.
Death Mask of Teput
max 1 per ArmyEnemy units in base contact with the bearer suffer −2 Offensive Skill.
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 )The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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 (Dominant) (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 only.The 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 ArmyThe firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Potion of Strength
max 1 per ArmyOne use only. May be activated at the start of any phase or 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.
Crown of the Cavern King
max 1 per ArmyCannot be taken by models with Towering Presence.
All 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 Vanguard and Feigned Flight.
If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
Skull Fetish
max 1 per Army (Dominant)master onlyAt 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.
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.
Ledger of Souls
max 1 per Army (Dominant)Immediately before removing a friendly model without Insignificant in aunit within 9″ of the bearer’s model due to enemy attacks, you gain one Veil Token for each Health Point that modelhad the first time it entered the Battlefield.
Veilgate Orb
max 1 per ArmyAt the end of Siphon the Veil, the army may keep up to 6 Veil Tokens instead ofthe normal 3.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat, you may discard a Veil Tokenfrom your Veil Token pool. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’sClose Combat Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Lord of the Damned
max 1 per ArmySorcerers, Doomlords, and Shrine Priests only.Any unit with Irredeemablewithin 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 firsthit in the game. This hit is ignored. If the bearer is hit by several simultaneous attacks, the bearer chooses whichattack to ignore.
Hail Shot
max 1 per Army(Forest Princes and Chieftains only)Forest Princes and Chieftains only.
One use only. When this Artefact is used, it is a Shooting Weapon with the following profile:Range 30", 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.
Mist Walker's Mirror
max 1 per Army(Models on foot only)One use only. 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, the unit may teleport to any other Forest Terrain Feature on the Battlefield.
This special movement is resolved at the end of the owner’s Movement Phase. When teleporting, the unit must be placed fully inside the target Forest. It may appear in any legal formation but must follow the Unit Spacing rule. The unit counts as having performed a March Move.
Sacred Seeds
max 1 per Army (Foot only.)Models on foot only.
One 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".
Drums of Cenyrn
max 1 per Army(Models on foot only)Models on foot only.
One 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.
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.
Glyph of Amryl
max 1 per Army(Cannot be taken by models with Sylvan Spirit.)The bearer gains Cannot be Stomped. When fighting a Duel, the bearer gains +3 Defensive Skill.
Ring of Desiccation
max 1 per ArmyAt the start of every Round of Combat, every enemy unit in base contact withthe bearer’s model gains one Incendiary marker.
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.
Book of Meladys
max 1 per Army (Dominant)Once per Magic Phase, the bearer may reroll a single Magic Dice whenmaking a casting roll, provided the spell was not Miscast. When rerolling a natural ‘1’, the rerolled Magic Dice benefitsfrom Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.
Ring of the Pearl Throne
max 1 per ArmyCannot be taken by Gigantic models.After step 4of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:• A single Special Item on a Character or Champion in base contact with the bearer• A single Special Item on a single model unit in base contact with the bearer• A Banner Enchantment carried by a Standard Bearer in base contact with the bearerThis Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the PearlThrone. Only a single Special Item can be affected at any time. In case the model has more than one instance of thechosen item, only one instance is affected.
Diadem of Protection
max 1 per ArmyThe bearer gains Aegis (+2, max 4+).
Amethyst Crystal
max 1 per ArmyWizards onlyDispelling rolls made by the bearer’s army gain a +1 modifier.
Glittering Lacquer
max 1 per ArmyThe bearer gains Hard Target (1).
Ankh of Naptesh
max 1 per ArmyThe bearer gains Hierophant. 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 only.
The 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.
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 ArmyModels on foot only.
The 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 Army (Dominant)The 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.
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).
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).
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.
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. 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 only.
The 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.
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 ArmyModels on foot only.
The 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 Army (Dominant)The 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.
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).
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).
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.
Death Mask of Teput
max 1 per ArmyEnemy units in base contact with the bearer suffer -2 Offensive Skill.
Prayer Bead of the Inner Fire
max 1 per Army (Dominant)Yamabushi only.
All models in the bearer’s unit gain Ritual Meditation.
Bronze Token
max 1 per ArmyAll enemy model parts gain -1 Attack Value while fighting in a Duel with the bearer.
Norn’s Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Pathand the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice orAdept.
Harp of Bragi
max 1 per ArmyThe range of the bearer’s Commanding Presence or Rally Around the Flag isalways 18″.
Karadon’s Courser
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse only.Oneuse only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly unitswithin 6″ of the bearer must reroll failed Charge Range rolls.
Secrets of Mamlambo
max 1 per ArmyThe bearer is immune to the special effects of Poison Attacks.
Small snakes reveal the secrets of great serpents.
Tales of the Vile Poacher
max 1 per ArmyBound Spell (5/8) Savage Fury – Shamanism
Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.
Feathers Helmet
max 1 per ArmyWere-men only. All Beasts models within 6” may borrow the bearer’s Dis.
Animals know who the alpha leader is.
Statue of the Night Predator
max 1 per ArmyWere-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard.
The panther’s footprints tell his tactics.
Fang Necklace
max 1 per ArmyLone Hunters only. The bearer gains +1 Dis.
Lone Hunters legends inspire those who hear them
Tribal Masks
max 2 per ArmyWise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell.
Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits
Weather Dance Headdress
max 1 per ArmyWise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat.
- Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy.
- Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6).
- Moon Dance: Models with Channel get Channel (+1).
- Rain Dance: All Shooting Weapons add +1 to their Aim.
- Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit.
Some elaborate dances seem to give literally control over the weather.
Lygur's Tongue
max 1 per ArmyEnemy units in base contact with the bearer suffer -1 Attack Value.
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.
Book of Meladys
max 1 per Army (Dominant)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 rerolled value.
Ring of the Pearl Throne
max 1 per ArmyCannot be taken by Gigantic models.After step 4 of the Round of Combat Sequence (after issuing and accepting Duels), choose one of the following:
• A single Special Item on a Character or Champion in base contact with the bearer
• A single Special Item on a single model unit in base contact with the bearer
• A Banner Enchantment carried by a Standard Bearer in base contact with the bearer
The effects of this Special Item are ignored for as long as its bearer remains in base contact with the bearer of the Ring of the Pearl Throne. Only a single Special Item can be affected at any time. In case the model has more than one instance of the chosen item, only one instance is affected.
Diadem of Protection
max 1 per ArmyThe bearer gains Aegis (+2, max 4+).
Amethyst Crystal
max 1 per ArmyWizards onlyDispelling rolls made by the bearer’s army gain a +1 modifier.
Glittering Lacquer
max 1 per ArmyCavalry models only.
The bearer gains Hard Target (1).
Rod of the Horizons
max 1 per Army (Dominant) (Wizard only )The range of Aura spells cast by the Wizard is increased by 3′′, and the range of all other spells cast by the Wizard is increased by 6′′. Spells with the type Caster or Caster’s Unit and Bound Spells are not affected.
The Tide Jewels
max 1 per Army (Wizard only )All friendly models gain Strider (Water Terrain) for as long as the bearer is alive. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Water 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, more than 1′′ away from all enemy units, and with its centre within 12′′ of the bearer.
Metéoric Staff
max 1 per ArmyThe bearer can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (5 / 9). Additionally, the wielder receives +1 modifier to its casting rolls.
Seven League Boots
max 1 per ArmyInfantry model only.
the Bearer gains Swiftstride, Strider and Advance 10", March 20". The Bearer cannot join or be joined by any units or models and can March Move normally, even if there are enemy units within 8" of the bearer and can make a shooting attack after its March Move.
Cloak of Eternal Winter
max 1 per ArmyThe bearer gains Distracting, Aegis (5+) and Aegis (2+, against Flaming Attacks).
Hetman's Finest Brew
max 1 per ArmyInfantry only.
The artefact must be activated before rolling for the first turn. (at the beginning of stop 8 of the Deployment Phase Sequence). D3 units in the army gain Fearless
Endless Plain
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-GameSequence), place a single Field Terrain Feature that must be no larger than 10″ in length and 6″ in widthcompletely 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).
Turul Radiant Headdress
max 1 per ArmyStandard Height only.The bearer gains Distractingand Terror.
Confiscated Tome
max 1 per ArmyWizards only.
During spell selection, choose either Occultism, Divination, Witchcraft, or Alchemy. The bearer randomly knows one of the βirst four spells of that path in addition to his other spells.
Lifeforce Talisman
max 1 per Army (Dominant)Whenever the bearer Miscasts, the owner may choose to inflict D3 hits onthe bearer’s unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose toapply a +1 or a −1 Miscast Modifier.
Gem of Faith’s Tithe
max 1 per ArmyWhenever the bearer attempts to cast a spell, the owner may choose afriendly Champion with Pledged to Darkness within 12″. If so, use the position of the Champion when drawing Lineof Sight and measuring range. For Direct spells, also use the Champion’s Front Arc. The owner must use all of theseor none at all. If the spell is successfully cast, the Champion suffers 1 hit that wounds automatically with no saves ofany kind allowed.
Fiendish Snares
max 1 per ArmyImmediately after Deployment Zones are chosen, the owner nominates aTerrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. Thechosen 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 aunit within 9″ of the bearer’s model due to enemy attacks, you gain one Veil Token for each Health Point that modelhad the first time it entered the Battlefield.
Scurrying Veil
max 1 per ArmyThe bearer gains Tiny, and its March Rate isset to 20″.Tiny: Universal Rule.The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the UnitSpacing rule at the end of the move.
Breath of the Brass Bull
max 1 per ArmyThe bearer’smodel gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Tablet of Vezodinezh
max 1 per Army (Dominant)Wizards 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 Witch fire Miscast effect, treat it as Magical Inferno instead.
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 withPower Level (4/8).
Moithir’s Mirror
max 1 per ArmyFor each successful Aegis Save roll of 5+ made by the bearer against an enemy attack, the bearerimmediately inflicts 1 hit with Strength 5, Armour Penetration 2, and Magical Attacks against the model thatcaused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered aSpecial Attack. In addition, the bearer gains Aegis (5+).
Mask of the War Crow
max 1 per ArmyThe bearer’s unitgains Fear. In addition, the bearer and any friendly unit that contains one or more models with Fear within6″ 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 The Wheel Turns (Witchcraft) as a Bound Spellwith Power Level (4/8).
Seal of the 9th Fleet
max 1 per ArmyModels with Academy Training in the bearer’s unit gain Battle Focus in the First Roundof Combat.
Ring of the Obsidian Thrones
max 1 per ArmyThe bearer gains Will of the Senate (see Obsidian Guard unit).
Beastmaster’s Whistle
max 1 per ArmyBeastmasters only.One 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.
Mempo of Honour
max 1 per ArmyModels Way of the Warrior only.The bearer must always issue a Duel whenever pos- sible, and Duels issued by the bearer must always be accepted. The bearer’s model can score up to +4 Overkill Combat Score instead of +3.
Candle of the Void
max 1 per ArmyWhenever a friendly model casts a non-Attribute spell within 12′′ of the bearer, the bearer immediately casts Evil Eye (Witchcraft), which always targets the bearer’s unit.
Kimono of the Flowing Waters
max 1 per ArmyThe bearer gains +2 Defensive Skill.
Mempo of Blood
max 1 per ArmyThe bearer gains Fear and enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by the bearer’s unit.
Breath ofthe Brass Bull
max 1 per ArmyThe bearer’s model gains +1 Health Point and the bearer gains Breath Attack(Toxic Attacks).
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.
Crown of Hubris
max 1 per Army (Dominant) (Wizard only )Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits against its unit that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.
Orb of Ateus
max 1 per ArmyVermin Senators and Rakachit Technocrats onlyOnce per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner’s Veil Token pool and nominate a unit within 6″that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishaps is increased by 3. The effects last until the end of the phase.
Map of the Deeps
max 1 per ArmyVermin Senators and StygianOverseers onlyAt the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.
Tarina’s Lyre
max 1 per ArmyVermin Senators and FetthisFleshmasters onlyStomp Attacks made by enemyunits within 6″ of the bearer suffer a −2 to-wound modifier.
Orator’s Toga
max 1 per ArmyThe bearer gains Stand Behind and cannotissue Duels.
Storm Rocket
max 1 per ArmyVermin Senators and SkorchitAlchemists onlyOne use only. When this Artefactis used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24″, Shots 1, Str 5, AP 2, AreaAttack (3×3), Magical Attacks. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with Lightning Attacks.
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).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.
Cowl of the Apostate
max 1 per ArmyThe model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.
Banner enchantement
Banner of the Entombed
max 2 per ArmyIf taken by a Character, the bearer gains Underground Ambush.
If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation.
A unit with Underground Ambush additionally counts towards Entombed.
Rending Banner
max 3 per ArmyOne use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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
Undying Dynasties do not have a Hereditary Spell. Instead, all Death Cult Hierarchs know the Hereditary Attribute Spell Death is Only the Beginning (in addition to Path Attributes). Whenever the Wizard successfully casts a non-Attribute non-Bound Spell of Type Augment, the Hereditary Attribute is automatically cast.
Casting | Type | Duration | Effect | |
---|---|---|---|---|
Death is Only the Beginning | When resolving the spell, choose one of the following effects: • The R&F part of the target Raises a number of Health Points equal to its Resurrected value. • Up to one Character within the target Recovers a number of Health Points equal to its Resurrected value. Characters and models with Towering Presence cannot Recover more than 2 Health Points from this spell in a single Magic Phase. |
|||
Mf | -+ |
Augment
|
Instant | |
When resolving the spell, choose one of the following effects: • The R&F part of the target Raises a number of Health Points equal to its Resurrected value. • Up to one Character within the target Recovers a number of Health Points equal to its Resurrected value. Characters and models with Towering Presence cannot Recover more than 2 Health Points from this spell in a single Magic Phase. |
Army Organisation
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Characters
(40% Max)
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Core
(25% Min)
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Special
(No Limit)
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Ancient Ordnance
(35% Max)

Entombed
(30% Max)
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Mason's Menagerie
(35% Max)
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Pharaoh
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 9 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 6 | 5 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Pharaoh | 4 | 6 | 5 | 2 | 3 |
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Nomarch
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 9 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Nomarch | 2 | 4 | 4 | 1 | 3 |
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Death Cult Hierarch
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 7 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 3 | 0 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Death Cult Hierarch | 1 | 3 | 3 | 0 | 2 |
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Tomb Harbinger
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 7 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Tomb Harbinger | 3 | 4 | 4 | 1 | 3 |
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Casket of Phatep
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 4" | 8 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Necropolis Guards | 3 | 3 | 4 | 1 | 3 |
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Tomb Architect
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 7 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Tomb Architect | 2 | 4 | 4 | 1 | 3 |
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Mount Skeleton Chariot
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 10" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
C | C | C | C+1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Horse (2) | 1 | 2 | 3 | 0 | 2 | |
Chassis | 4 | 1 |
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Mount Amuut
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
7" | 14" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
C | C | C | C+1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Amuut | 3 | 3 | 5 | 2 | 3 |
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Mount Ark of Ages
Global | Adv | Mar | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | C | 5 | C+2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Guards (2) | 1 | 3 | 4 | 1 | 3 | |
Bound Spirits | 2 | 2 | 2 | 0 | 2 | |
Chassis | - | - | 5 | 2 | - |
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Skeletons
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 4 | 7 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 3 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Skeleton | 1 | 2 | 3 | 0 | 2 |
|
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Skeleton Archers
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 4 | 6 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 3 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Skeleton Archer | 1 | 2 | 3 | 0 | 2 |
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Skeleton Cavalry
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
8" | 16" | 6 | 4 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 3 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Rider | 1 | 3 | 3 | 0 | 2 |
|
Skeletal Horse | 1 | 2 | 3 | 0 | 2 |
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Skeleton Scouts
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
8" | 16" | 6 | 4 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 3 | 1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Rider | 1 | 3 | 3 | 0 | 2 | |
Skeletal Horse | 1 | 2 | 3 | 0 | 2 |
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Skeleton Chariots
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
8" | 10" | 7 | 3 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 4 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Charioteer(2) | 2 | 3 | 3 | 0 | 2 | |
Skeletal Horse (2) | 1 | 2 | 3 | 0 | 2 | |
Chassis | 4 | 1 |
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Legion Skeleton Chariots
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
8" | 10" | 7 | 3 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 4 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Charioteer(2) | 2 | 3 | 3 | 0 | 2 | |
Skeletal Horse (2) | 1 | 2 | 3 | 0 | 2 | |
Chassis | 4 | 1 |
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Necropolis Guard
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 8" | 8 | 3 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Necropolis Guard | 1 | 3 | 4 | 1 | 3 |
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Shabtis
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
6" | 12" | 8 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Shabtis | 3 | 4 | 5 | 2 | 3 |
|
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Great Vultures
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
2" | 4" | 4 | 3 | |||
fly | 9" | 18" |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
2 | 3 | 4 | 0 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Great Vultures | 3 | 3 | 4 | 1 | 3 |
|
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Scarab Swarms
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
5" | 10" | 7 | 1 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 3 | 2 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Scarab Swarms | 5 | 3 | 2 | 1 | 3 |
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Shabti Archers
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
6" | 12" | 8 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Shabti Archers | 3 | 4 | 5 | 1 | 3 |
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Sand Stalkers
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
7" | 14" | 8 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 4 | 2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Sand Stalkers | 2 | 3 | 4 | 1 | 3 |
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Charnel Catapult
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
4" | 4" | 4 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 0 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Crew | 3 | 2 | 3 | 0 | 2 |

Sand Scorpion
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
7" | 14" | 8 | 2 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 4 | 5 | 2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Sand Scorpion | 4 | 4 | 5 | 2 | 3 |
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Tomb Reapers
Global | Adv | Mar | Dis | Rea | Model Rules | |
---|---|---|---|---|---|---|
6" | 12" | 10 | 2 | |||
fly | 6" | 12" |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 5 | 5 | 2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Tomb Reaper | 4 | 5 | 5 | 2 | 4 |