Infernal Dwarves

Infernal Dwarves (V3 Public Test - 6)

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).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Talisman of Shielding

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+).

Magical Heirloom

max 1 per Army (Wizard only )

Wizard onlyThe bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.

Talisman of the Void

max 1 per Army

Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).

Mimic Cloak

max 1 per Army (Wizard only )

Cannot be taken by models with Height 4–5.Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.

Mempo of Blood

max 1 per Army

The bearer′s unit is immune to the effects of Fear and automatically passes Panic Tests caused by Terror.

General′s Kabuto

max 1 per Army

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.

Dragon Pearl

max 1 per Army

The 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 Army

One 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 Army

Duels 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 Army

Yamabushi onlyAll models in the bearer′s unit gain Ritual Meditation.

A Dirty Trick

max 1 per Army

While fighting in a Duel, the bearer gains +1 Attack.

Pendant of Equality

max 1 per Army

Whenever 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 Army

The 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 Army

Roll 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 Army

One 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.

Inscribing Burin

max 1 per Army

While the bearer is in contact with a Forest, all friendly units in contact with any Forest on the Battlefield gain Magic Resistance (2).

Pillager Icon

max 1 per Army

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

Crown of Horns

max 1 per Army

The bearer’s unit and all units within range of its Commanding Presence (if applicable) automatically pass Command Tests taken due to Primal Instinct.

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.

Exemplar's Flame

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Mantle of Ullor

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Dispelling rolls made by the bearer’s army gain a +1 modifier.

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

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 (6+).

Pan of Protection Pinchin'

max 1 per Army

When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil of your Magic Phase, the bearer may gain Channel (D3) with Duration: One Turn. If a ‘3’ is rolled for this, the bearer loses 1 HP, and this Magic Item stops working, Duration: Permanent.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Carved Tablet

max 1 per Army

When Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Horn of the Wild Hunt

max 1 per Army

One 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

Models of Height 1 only.The bearer gains +3 Def.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Drums of Cenyrn

max 1 per Army

Models 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 Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Steeds of Nephet-Ra

max 1 per Army

Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, 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 Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Tarina's Lyre

max 1 per Army

Stomp Attack 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 )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker:
• Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1.
• If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted.
Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit;
otherwise, the hit is distributed onto a randomly chosen enemy unit.

Ledger of Souls

max 1 per Army

After removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.

Immortal Gauntlets

max 1 per Army

At the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.

Veilgate Orb

max 1 per Army

During Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Harp of Bragi

max 1 per Army

The 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 Army

Enemy 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 Army

Cannot 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 Army

Standard Height onlyThe bearer gains Distracting and Terror.

Endless Plain

max 1 per Army

After 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 Army

Model parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).

Storm Cloak

max 1 per Army

The 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 Army

The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Scurrying Veil

max 1 per Army

Standard Height models onlyThe bearer's March Rate is set to 20&quot. 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 Army

Immediately 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 Army

A 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 Army

Whenever 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 Army

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.

Crucible Of Contagion

max 1 per Army

Putrid Pamphlet

max 1 per Army

The bearer’s unit must reroll natural to-hit rolls of ‘1’

Orator’s Toga

max 2 per Army (Foot only.)

The bearer gains Stand Behind and cannot issue Duels.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Inscribing Burin

max 1 per Army

While 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 Army

All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.

Crown of Madness

max 1 per Army

The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Exemplar's Flame

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Mantle of Ullor

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Dispelling rolls made by the bearer’s army gain a +1 modifier.

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Horn of the Wild Hunt

max 1 per Army

One 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

Models of Height 1 only.The bearer gains +3 Def.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Drums of Cenyrn

max 1 per Army

Models 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.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Tarina's Lyre

max 1 per Army

Stomp Attack 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 )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Crown of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

Ledger of Souls

max 1 per Army

After removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.

Immortal Gauntlets

max 1 per Army

At the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.

Veilgate Orb

max 1 per Army

During Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Steeds of Nephet-Ra

max 1 per Army

Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, 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.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Carved Tablet

max 1 per Army

When Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Monster Munch

max 1 per Army (Dominant) (Wizard master only )

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, 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.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Monster Munch

max 1 per Army

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Exemplar's Flame

max 1 per Army

The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Crown of Madness

max 1 per Army

The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Tarina's Lyre

max 1 per Army

Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Glyph of Amryl

max 1 per Army

Models of Height 1 only.The bearer gains +3 Def.

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Kherp Sceptre

max 1 per Army

The wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).

Crown of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyDuration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Pillager Icon

max 1 per Army

All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Rod of Battle

max 1 per Army

Pillager Icon

max 1 per Army

All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).

Crown of the Pharaohs

max 1 per Army

Model with Undying Will only.Duration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Immortal Gauntlets

max 1 per Army

When Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.

Troll Hide

max 1 per Army (Foot only.)

Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Ledger of Souls

max 1 per Army

After removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Veilgate Orb

max 1 per Army

During Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Death Mask of Teput

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+), Horror.

Kherp Sceptre

max 1 per Army

The wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Magical Heirloom

max 1 per Army (Wizard only )

Wizard onlyThe bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Ullor’s Horn

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Scepter of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Tarina’s Lyre

max 1 per Army

Any Stomp Attack made by enemy units within 8″ of the bearer suffers a −2 to-wound modifier.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Inscribing Burin

max 1 per Army

While 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).

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Rod of Battle

max 1 per Army

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Dark Familiar

max 1 per Army

Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.

Inscribing Burin

max 1 per Army

While 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).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Unless Shaken: Dispelling Rolls made by the bearer’s army gain a +1 modifier. If the target of an enemy spell is within 18″ of the bearer, the modifier is increased to +2.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Veilgate Orb

max 1 per Army

During Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.

Veilgate Orb

max 1 per Army

During Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Dark Familiar

max 1 per Army

Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Ullor’s Horn

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Monster Munch

max 1 per Army

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Crown of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Troll Hide

max 1 per Army (Foot only.)

Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Exemplar's Flame

max 1 per Army

The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Crown of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

Drums of Cenyrn

max 1 per Army

Models 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.

Inscribing Burin

max 1 per Army

While 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).

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Talisman of Shielding

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Crown of the Pharaohs

max 1 per Army

Model with Undying Will only.Duration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Exemplar's Flame

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Troll Hide

max 1 per Army (Foot only.)

Models without Mount only.Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Drums of Cenyrn

max 1 per Army

Models 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.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Immortal Gauntlets

max 1 per Army

At the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.

Tarina's Lyre

max 1 per Army

Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.

Ring of Desiccation

max 1 per Army

When Choosing Equipment and Abilities at the start of a Round of Combat, each enemy unit in contact with the bearer’s model gains one Incendiary Marker.

Golden Idol of Shamut

max 1 per Army

If the bearer’s model is Height 1 it gains Ghost Step, its Cha is set to 4″ and its Mob is set to 6″. In addition, the bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (3+).

Glyph of Amryl

max 1 per Army

Models of Height 1 only.The bearer gains +3 Def.

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Kherp Sceptre

max 1 per Army

The wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Death Mask of Teput

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+), Horror.

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Talisman of the Void

max 1 per Army

Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Diadem of Protection

max 1 per Army

Cannot be taken by models with Height 5.Aegis (+2, max 4+).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Monster Munch

max 1 per Army (Dominant) (Wizard master only )

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Tarina's Lyre

max 1 per Army

Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.

Veilgate Orb

max 1 per Army

During Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Tarina's Lyre

max 1 per Army

Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Unless Shaken: Dispelling Rolls made by the bearer’s army gain a +1 modifier. If the target of an enemy spell is within 18″ of the bearer, the modifier is increased to +2.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Pillager Icon

max 1 per Army

All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Sandstorm Cloak

max 1 per Army

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Dark Familiar

max 1 per Army

Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Death Mask of Teput

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+), Horror.

Drums of Cenyrn

max 1 per Army

Models 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.

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Glyph of Amryl

max 1 per Army

Models of Height 1 only.The bearer gains +3 Def.

Drums of Cenyrn

max 1 per Army

Models 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.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Immortal Gauntlets

max 1 per Army

When Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Sacred Hourglass

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Tarina's Lyre

max 1 per Army

Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Book of Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Glyph of Amryl

max 1 per Army

Models of Height 1 only.The bearer gains +3 Def.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Monster Munch

max 1 per Army

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Locket of Sunna

max 1 per Army

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Tablet of Vezodinezh

max 1 per Army (Wizard only )

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled ‘1’ or ‘2’ as a natural ‘3’.

Rod of Battle

max 1 per Army

Crown of Madness

max 1 per Army

The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Mimic Cloak

max 1 per Army (Wizard only )

Cannot be taken by models with Height 4–5.Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Kherp Sceptre

max 1 per Army

The wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).

Pillager Icon

max 1 per Army

All friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Unless Shaken: Dispelling Rolls made by the bearer’s army gain a +1 modifier. If the target of an enemy spell is within 18″ of the bearer, the modifier is increased to +2.

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Height 5 or Fly.The bearer’s model gains +1 HP and First Strike (Grind Attack (X hits, Magical Attacks, Toxic Attacks)). “X” is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Crown of Madness

max 1 per Army

The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Night's Crown

max 1 per Army

Height 1–2 only.Attacks towards the bearer suffer −1 to wound.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Blessed Wrappings

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Crown of Madness

max 1 per Army

The wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Ancient Plaque

max 1 per Army

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Ceinran's Scales

max 1 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).

Ullor’s Horn

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Unless Shaken: Dispelling Rolls made by the bearer’s army gain a +1 modifier. If the target of an enemy spell is within 18″ of the bearer, the modifier is increased to +2.

Death Mask of Teput

max 1 per Army

Cannot be taken by models with Height 5.Aegis (5+), Horror.

Mantle of Ullor

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Exemplar's Flame

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).

Immortal Gauntlets

max 1 per Army

When Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyDuration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Lugar's Dice

max 1 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Moithir's Mirror

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).

Mask of Ages

max 1 per Army

Height 1 only.The bearer gains Aegis (5+, against Grind Attack, Impact Hits, Magical Attacks, and Stomp Attack), Hatred, and Terror.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mist Walker's Mirror

max 1 per Army (Foot only.)

Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Troll Hide

max 1 per Army (Foot only.)

Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Rampager’s Chain

max 1 per Army

The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Ring of the Obsidian Thrones

max 1 per Army

Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Drums of Cenyrn

max 1 per Army

Models 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.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Glyph of Amryl

max 1 per Army

Models of Height 1 only.The bearer gains +3 Def.

Amethyst Crystal

max 1 per Army (Wizard only )

Wizard only.Unless Shaken: Dispelling Rolls made by the bearer’s army gain a +1 modifier. If the target of an enemy spell is within 18″ of the bearer, the modifier is increased to +2.

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm 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 Arm (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.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Eye of Dominance

max 1 per Army

The bearer gains Distracting (2, against Beasts and Mounts).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Immortal Gauntlets

max 1 per Army

When Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.

Monster Munch

max 1 per Army

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Winter Cloak

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

Exemplar's Flame

max 1 per Army

The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

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).

Mask of Mindless Violence

max 1 per Army

Cannot be taken by models with Height 4–5.Frenzy and Rage.

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Lord of the Damned

max 1 per Army

Sorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Dark Familiar

max 1 per Army

Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.

Hypnotic Pendant

max 1 per Army

Cannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.

Rod of Battle

max 1 per Army

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

Scepter of the Usurper

max 1 per Army

Cannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.

Starfall Lodestone

max 1 per Army

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Darkstone Detonator

max 1 per Army

At the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Ullor’s Horn

max 1 per Army

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Steeds of Nephet-Ra

max 1 per Army

Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).

Veilgate Orb

max 1 per Army

During Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Armour Enchantments

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Destiny's Call

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by Construct or Height 5.Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Basalt Infusion

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.

Warding of Unity

max 1 per Army (Enchantment: Suit of Armour)

Attached and Resistance (Melee Attacks).

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 Army

The bearer gains +1 Armour and Immune (Multiple Wounds).

The Bastion

max 1 per Army

Models 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 Army

Models without Towering Presence onlyThe bearer gains Distracting.

Magical Hardening

max 1 per Army

An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. Every enemy model in contact with the wearer’s model that could allocate attacks towards it but doesn’t, suffers 1 hit with Str 4, AP 0, and Flaming Attacks.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

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.

Plague Prophet’s Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Troll Hide

max 1 per Army (Foot only.)

Fortitude (4+). Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. The model fails all its Armour Save rolls and cannot take Weapon Enchantments.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Troll Hide

max 1 per Army (Foot only.)

Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Death Cheater

max 1 per Army

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)

Death Cheater

max 1 per Army

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Star Metal Alloy

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm, which is improved to +2 Arm for models without Mount. The bearer can never be wounded on a roll better than 3+.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Basalt Infusion

max 1 per Army

Cannot be taken by models with Height 5.+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Fearless

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Gleaming Robe

max 1 per Army (Enchantment: Suit of Armour) (Wizard only )

Mages on foot, Elven Horse or Giant Eagle only.Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Fearless

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Parry.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Aaghor's Affliction

max 1 per Army (Enchantment: Suit of Armour)

+1 Res and Fortitude (4). The model automatically fails all of its Armour Saves.
Model loses Light Armour and Metal Armour.

Destiny's Call

max 1 per Army

Cannot be taken by Construct or Height 5.Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Warding of Unity

max 1 per Army

Attached and Resistance (Melee Attacks).

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Mammoth-Hide Cloak

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm. Attacks against the wearer can never have Str above 5.

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Death Cheater

max 1 per Army

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Trickster's Cunning

max 1 per Army (Enchantment: Suit of Armour)

Resistance.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4 or 5.Arm set to 6.

Vital Essence

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Fortitude (4+).

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

During Choose equipment and abilities, the bearer may choose to gain either of the following:
• +1 Str, +1 AP, and −1 Res
• −1 Str, −1 AP, and +1 Res

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Blaze of Protection

max 1 per Army (Foot only.) (Enchantment: Infernal Armour)

Height 1–2 onlyArm is set to 6. At the end of Agility Step 0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers 1 hit with Str 4, AP 0, Magical Attacks, and Flaming Attacks.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Wrestler's Belt

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

+1 Arm, +1 Str and Devastating Charge (+1 Arm).

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Troll Hide

max 1 per Army (Foot only.)

Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.

Protection of Dorac

max 1 per Army (Foot only.) (Enchantment: Metal Armour)

+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 5.

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).

Ghostly Guard

max 1 per Army

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).

Imperial Seal

max 1 per Army (Foot only.) (Enchantment: Suit of Armour)

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.

Shield Enchantments

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi). The bearer’s unit does not benefit from +1 Agi from Charging Momentum.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, 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 attack with Multiple Wounds, the number of wounds is halved, rounding fractions up.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+) and Parry. The bearer’s weapons lose Two-Handed if they had it.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Wild Warding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi).

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

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, the number of wounds is halved, rounding fractions up.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi).

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

Afflict (−1 Agi).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Wild Warding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Star Metal Alloy

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm, which is improved to +2 Arm for models without Mount. The bearer can never be wounded on a roll better than 3+.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Star Metal Alloy

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm, which is improved to +2 Arm for models without Mount. The bearer can never be wounded on a roll better than 3+.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Star Metal Alloy

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm, which is improved to +2 Arm for models without Mount. The bearer can never be wounded on a roll better than 3+.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (+1, against Flaming Attacks, max. 3+), Handand-a-Half.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Star Metal Alloy

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm, which is improved to +2 Arm for models without Mount. The bearer can never be wounded on a roll better than 3+.

Dusk Forged

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Weapon Enchantments

King Slayer

max 1 per Army (Enchantment: Melee Weapon)

Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Touch of Greatness

max 1 per Army (Enchantment: Melee Weapon)

+1 Str and +1 AP.

Vorpal Binding

max 1 per Army (Enchantment: Melee Weapon)

Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.

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 Army

Models with Height Standard onlyThe bearer gains Crush Attack.

Sharpshooter's Eye

max 1 per Army

Models 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 Army

Attacks 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.

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility 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 only+2 Att, +2 AP and +2 Str. Distracting (1).

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Afflict (−2 Def).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Elu's Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D6+1).

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4, and Str is set to 4. If the weapon inflicts one or more hits, all Shooting Attacks with Magnetic Short Bows that are simultaneously made by the bearer’s unit have their Str set to 4.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Watcher’s Woe

max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )

Number of Shots is set to at least 3, Poison Attacks (Shooting).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Paired Weapons)

+1 Att, +1 Str, and +2 AP

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Models with no Magic Items and Height 1–4 only.Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

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.

Rocket Arrows

max 1 per Army (Enchantment: Bow)

Shots 1, Str 3 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)], Reload!

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.

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.

Pestilential Wrath

max 1 per Army (Enchantment: Bloodpox Blades)

Attacks 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).

Toxic Incense

max 1 per Army (Dominant) (Enchantment: Plague Flail)

While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.

Giant Slayer

max 1 per Army (Enchantment: Melee Weapon)

Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility 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 only+2 Att, +2 AP and +2 Str. Distracting (1).

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Afflict (−2 Def).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Elu's Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Watcher’s Woe

max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )

Number of Shots is set to at least 3, Poison Attacks (Shooting).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Paired Weapons)

+1 Att, +1 Str, and +2 AP

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4, and Str is set to 4. If the weapon inflicts one or more hits, all Shooting Attacks with Magnetic Short Bows that are simultaneously made by the bearer’s unit have their Str set to 4.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D3+1).

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

King Slayer

max 1 per Army (Enchantment: Melee Weapon)

Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4. All Magnetic Short Bows in the wielder’s unit have their Str set to 4.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Elu's Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Cadaron’s Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Cadaron’s Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Cadaron’s Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Vorpal Binding

max 1 per Army (Enchantment: Melee Weapon)

Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers only+2 Att, +2 AP and +2 Str. Distracting (1).

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4. All Magnetic Short Bows in the wielder’s unit have their Str set to 4.

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Touch of Greatness

max 1 per Army (Enchantment: Melee Weapon)

+1 Str and +1 AP.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4. All Magnetic Short Bows in the wielder’s unit have their Str set to 4.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D3+1).

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Cadaron’s Heartwood

max 1 per Army (Enchantment: Longbow)

Shots 3, Str as user +1, and AP as user +1.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4. All Magnetic Short Bows in the wielder’s unit have their Str set to 4.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Glory of the Dawn Age

max 1 per Army (Enchantment: Light-lance, Spear)

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D3+1).

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Lethal Strike. Melee Attacks that roll ‘6’ to wound and cause HP loss allow the wielder to Recover 1 HP at the end of the Agility Step (unless their model was removed as a casualty). Only 1 HP can be regained per phase this way.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers only+2 Att, +2 AP and +2 Str. Distracting (1).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D3+1).

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Str is always set to 6. Flaming Attacks and Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Cannot be taken by AnurarchAtt is set to 6. Poison Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. 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. This Weapon Enchantment is ignored for the rest of the game.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Giant Slayer

max 1 per Army (Enchantment: Melee Weapon)

Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers only+2 Att, +2 AP and +2 Str. Distracting (1).

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Affects both Shooting and Standard Melee Attacks. Att is always setto 1, Str is always setto 5, and AP is always set to 10. Hits automatically (no to-hit roll required).
Multiple Wounds (2, Melee).

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

Number of Shots is set to 4. All Magnetic Short Bows in the wielder’s unit have their Str set to 4.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Nova Flare

max 1 per Army (Enchantment: Lance)

Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Flame of the East

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyFlaming Attacks and Volcanic Embrace (D3+1).

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers only+2 Att, +2 AP and +2 Str. Distracting (1).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Supernatural Dexterity

max 1 per Army (Enchantment: Melee Weapon)

+3 Def and +3 Off.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Melee Attack against the wielder’s model that rolls a natural to-hit roll of ‘1’, the wielder must perform a Standard Melee Attack at the same Agility Step (this overrides the normal restriction that Beast Axe attacks always strike at Agility Step 0). This must be allocated towards the model or Health Pool that rolled the ‘1’ to hit.

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyDevastating 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), [Multiple Wounds (D3)]. This Shooting Attack never suffers negative to-hit modifiers.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Potions and Scrolls

Binding Scroll

max 2 per Army

May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.

Potion of Swiftness

max 1 per Army

+3 Agi.

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature except Open Terrain.
This Forest may not be larger than 10″ in length and 6″ in width.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Dragon’s Brew

max 1 per Army

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Troll Tonic

max 1 per Army

Cannot be taken by models with Height 5.Fortitude (5+).

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Nature's Venom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (X)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (inescapable Doom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (weight Of Judgement)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.

This Forest is a 10×6″ rectangle.
All friendly units with Pack Tactics gain Scout, but their scout deployment must end fully inside this Forest.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Nature's Venom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (inescapable Doom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Shower of Rocks)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.

This Forest is a 10×6″ rectangle.
All friendly units with Pack Tactics gain Scout, but their scout deployment must end fully inside this Forest.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Binding Scroll

max 1 per Army

May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll Of Draining

max 1 per Army

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Shower of Rocks)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.

This Forest is a 10×6″ rectangle.
All friendly units with Pack Tactics gain Scout, but their scout deployment must end fully inside this Forest.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Sacred Seeds

max 1 per Army

Models 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 until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Power Preservation

max 1 per Army

Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Swiftness

max 1 per Army

+3 Agi.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Scroll Of Draining

max 1 per Army

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Shower of Rocks)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Nature's Venom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Spell Scroll (inescapable Doom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Song of Cenyrn

max 1 per Army

Models of Height 1 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 Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Scroll Of Draining

max 1 per Army

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Te Aupouri Smokestone

max 1 per Army

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Dragon’s Brew

max 1 per Army

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Stampede Resonator Crystal

max 1 per Army

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.

This Forest is a 10×6″ rectangle.
Friendly units entirely with Pack Tactics treat the Forest as part of their Deployment Zone, for the purpose of Deployment.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Scroll Of Draining

max 1 per Army

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, 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 for all enemy units.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of the Pearl Throne

max 1 per Army

Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.

If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Seed of the Dark Forest

max 1 per Army

During Pre-game Selections, place a Forest:
• Touching your Deployment Zone.
• Not in contact with any other Terrain Feature.

This Forest is a 10×6″ rectangle.
Friendly units entirely with Pack Tactics treat the Forest as part of their Deployment Zone, for the purpose of Deployment.

Scroll Of Draining

max 1 per Army

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Leadership Skills

Battleline Hero

max 1 per Army

General onlyThe range of the model’s Commanding Presence is increased to 18″.

Trusted Adviser

max 1 per Army

When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.

Arcane Volcanist

max 1 per Army

Wizard onlyWhenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.

Curse Of Lycanthropy

max 1 per Army

Wizard Height 0–3 onlyOne use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.

Innovative Leader

max 1 per Army

General onlyAn army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.

Banner enchantement

Banner of the Twice-Branded

max 3 per Army

Models in the bearer’s unit gain Shoot in Extra Rank.

Banner of Shamut

max 1 per Army

Models in the bearer’s unit gain +1 Off and +1 Combat Score.

Their Master's Banner

max 1 per Army

Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
• Model parts with Vassal gain Fury.
• The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.

Sheltering Standard

max 2 per Army

Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.

Aether Icon

max 2 per Army

The bearer’s unit gains Magic Resistance (1).

Flaming Standard

max 2 per Army

One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.

Stalker’s Standard

max 2 per Army

The bearer’s unit gains Strider.

Rending Banner

max 1 per Army

One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.

Banner of Discipline

max 3 per Army

The 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.

Racial Trait Spell

Casting Type Duration Effect
Curse of Nezibkesh The target gains Incendiary. In addition, the target suffers -1 Def and -1 Off, and an additional -1 Def and -1 Off, as long as it has 1 or more Incendiary Markers on it.
Mf 8+ Hex
Range 36"
One Turn
The target gains Incendiary. In addition, the target suffers -1 Def and -1 Off, and an additional -1 Def and -1 Off, as long as it has 1 or more Incendiary Markers on it.

Army Organisation

Characters

Characters

(40% Max)

Core

Core

(25% Min)

Special

Special

(No Limit)

Black Powder

Black Powder

(No Limit)

Fires Of Industry

Fires Of Industry

(No Limit)

Instruments of Destruction

Instruments of Destruction

(25% Max)

Airborne Legends

Airborne Legends

(0 Max)

Characters
Characters

Overlord

180pts
single model Rarity: Extraordinary
Max 1 Units by Army
Max 600 pts
Increment When Bull Of Shamut to 100
Increment When Great Bull Of Shamut to 200
Height:1
Base:20x20

Chosen by the prophets but not necessarily beholden to them, overlords have supreme authority over their Citadel: kings in all but heredity. To ascend to such greatness, an overlord must be powerful, ruthless and wealthy beyond normal measure. When they take to the battlefield, they’re among the best equipped warriors in the world.

Global Mar Adv Dis Model Rules
4" 3" 10
Defensive HP Def Res Arm
3 7 5 3
Offensive Att Off Str Ap Agi
Overlord 4 7 4 1 4

Enchantment options

70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts

(foot only)

65 pts
30 pts
70 pts
40 pts
40 pts
45 pts
80 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
30 pts
70 pts
40 pts
40 pts
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
80 pts
50 pts
40 pts
30 pts
70 pts

Armour Enchantments

70 pts
40 pts
40 pts

Artefacts

70 pts
50 pts
50 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts

Potions and Scrolls

50 pts
45 pts
40 pts
25 pts
20 pts

Command group options

free
Max one General by Army Max 1 entry
30 pts
One Leader Skills Max 1 entry
30 pts
One Leader Skills Max 1 entry
free
One Leader Skills Max 1 entry

Options

5 pts
75 pts
40 pts
30 pts
25 pts

(0-60 per Army)

5 pts
up to 250 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
Set When Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected to 0
180 pts

(foot only, 0-2 per Army)

30 pts
400 pts

(foot only)

free

The Broken Isles - Specialist Skills

25 pts
25 pts
Characters

Prophet

290pts
single model Rarity: Common
Max 700 pts
Max 4 Units by Army
Height:1
Base:20x20

Priests trained in sorcery to maintain the power and authority of the Temples, prophets are said to speak the word of the Vaneb. As such, they command obedience, fear and reverence from the populace of the Blasted Plain. Prophets wear armour and bear arms, as befits the mages of such a sturdy and ferocious people. } [newpage] Def[shamuttempodef]{ The model gains access to the options below.[vspace]*{2pt} [hspace]*{0.8cm}[begin](minipage){[textwidth]-1.6cm} [startsubframetwocols] Def[tempmounts]{ [optionschoice]([b]Must[/b] choose (one choice only):)([AlCoOrder]( Taurukh Ritual=free, Bull of Shamut (IoD)=150, Great Bull of Shamut (IoD)[refsymbolBbis] [optionnewlineindent] (Wizard Master only)=380, )), } Def[tempaddoptionstwo]{ [optionschoice](One choice only:){[AlCoOrder]}( Paired Weapons=5, Great Weapon=5, Infernal Weapon=5, ), } {[renewcommand]([labels]@options){[labels]@mountsoptions} [options]([tempmounts]) }[columnbreak] [addoptions]([tempaddoptionstwo]) [closesubframetwocols] [end](minipage) [vspace]*{[prophetspacing]} } \optionalmodelrulesdef{ [modelruledef](Prophet of Shamut){[shamuttempodef]} } [vspace]*{15pt}

Global Mar Adv Dis Model Rules
4" 3" 9
Defensive HP Def Res Arm
3 4 5 3
Offensive Att Off Str Ap Agi
Prophet 2 4 4 1 2

Enchantment options

(foot only)

65 pts
30 pts
70 pts
40 pts
40 pts
80 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
30 pts
70 pts
40 pts
40 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

free
150 pts
free
free
free

Artefacts

70 pts

(0-1 item per Unit, 0-1 item per Unit)

50 pts
50 pts
50 pts
50 pts

(0-1 item per Unit, 0-1 item per Unit)

45 pts
40 pts
40 pts
35 pts
30 pts
30 pts
20 pts

Potions and Scrolls

50 pts
45 pts
40 pts
25 pts
20 pts

Command group options

free
Max one General by Army Max 1 entry
30 pts
One Leader Skills Max 1 entry
30 pts
One Leader Skills Max 1 entry
free
One Leader Skills Max 1 entry

Options

up to 100 pts
free
30 pts

(foot only)

free
30 pts

(foot only)

free
30 pts

(foot only)

free
15 pts
75 pts
40 pts
30 pts
25 pts
free
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
5 pts
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
5 pts
45 pts
5 pts
5 pts
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
5 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
5 pts
80 pts
50 pts
40 pts
30 pts
70 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
Set When Disable mount when Blaze of Protection is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Blaze of Protection is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Blaze of Protection is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected, Disable mount when Blaze of Protection is selected, Disable mount when Light Troops is selected, Disable mount when Blaze of Protection is selected, Disable mount when Light Troops is selected, Disable mount when Light Troops is selected to 0

(0-2 per Army)

free
150 pts
380 pts
40 pts
300 pts
75 pts

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Vizier

70pts
single model Rarity: Common
Max 4 Units by Army
Max 600 pts
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 3" 9
Defensive HP Def Res Arm
3 6 5 3
Offensive Att Off Str Ap Agi
Vizier 3 6 4 1 3

Enchantment options

(foot only)

65 pts
30 pts
70 pts
40 pts
40 pts
30 pts
70 pts
40 pts
40 pts
80 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Artefacts

70 pts
50 pts
50 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts

Potions and Scrolls

50 pts
45 pts
40 pts
25 pts
20 pts

Command group options

free
20 pts
20 pts
Max one General by Army Max 1 entry
30 pts
One Leader Skills Max 1 entry
30 pts
One Leader Skills Max 1 entry

(0-1 per Army)

70 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts
free
One Leader Skills Max 1 entry

Options

5 pts
75 pts
40 pts
30 pts
25 pts
up to 150 pts
free
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
free
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts

(0-60 per Army)

10 pts
45 pts
15 pts
80 pts
50 pts
40 pts
30 pts
70 pts
20 pts
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
5 pts
10 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
Set When Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected, Disable mount when Blaze of Protection is selected, Disable mount when Taurukh Ritual is selected to 0

(foot only)

free

(foot only, 0-2 per Army)

15 pts
80 pts
190 pts
320 pts

The Broken Isles - Specialist Skills

25 pts
25 pts
Characters

Taurukh Commissioner

220pts
single model Rarity: Common
Max 600 pts
Height:4
Base:50x75
Global Mar Adv Dis Model Rules
6" 7" 9
Defensive HP Def Res Arm
4 6 5 3
Offensive Att Off Str Ap Agi
Taurukh Commis. 4 6 5 2 4

Enchantment options

(foot only)

65 pts
30 pts
70 pts
40 pts
40 pts
80 pts
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
30 pts
70 pts
40 pts
40 pts

Armour Enchantments

70 pts
40 pts
40 pts

Artefacts

70 pts
50 pts
50 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts

Potions and Scrolls

50 pts
45 pts
40 pts
25 pts
20 pts

Command group options

free
Max one General by Army Max 1 entry
30 pts
One Leader Skills Max 1 entry
30 pts
One Leader Skills Max 1 entry

(0-1 per Army)

50 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts
free
One Leader Skills Max 1 entry

Options

up to 150 pts
25 pts
75 pts
40 pts
30 pts
25 pts
free
70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts
15 pts
70 pts
50 pts
40 pts
35 pts
30 pts
25 pts
20 pts
80 pts
50 pts
40 pts
30 pts
70 pts

The Broken Isles - Specialist Skills

25 pts
25 pts
Characters

Vassal Conjurer

250pts
single model Rarity: Uncommon
Max 600 pts
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 4" 7
Defensive HP Def Res Arm
3 3 3 0
Offensive Att Off Str Ap Agi
Vassal Conjurer 1 3 3 0 3
Vassal Conjurer:

Enchantment options

70 pts
50 pts
50 pts
40 pts
35 pts
30 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

free
free

Options

up to 75 pts

Artefacts

70 pts
50 pts
50 pts
50 pts
50 pts

(0-1 item per Unit, 0-1 item per Unit)

45 pts
40 pts
40 pts
35 pts
30 pts
30 pts
20 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry

(foot only)

free
15 pts

Potions and Scrolls

50 pts
45 pts
40 pts
25 pts
20 pts

Command group options

free
One Leader Skills Max 1 entry

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Lamassu Scholar

300pts
single model Rarity: Extraordinary
Max 1 Units by Army
Max 600 pts
Height:4
Base:50x50
Global Mar Adv Dis Model Rules
6" 6" 9
Defensive HP Def Res Arm
4 4 5 3
Offensive Att Off Str Ap Agi
Student 2 4 4 1 2
Lamassu 2 4 5 2 4

Options

free
free
free
free
free
up to 100 pts

Artefacts

50 pts
50 pts
50 pts
50 pts
45 pts
Max Magical Heirloom by Roster Max 1 entry
40 pts
40 pts
35 pts
30 pts
30 pts
20 pts

The Broken Isles - Specialist Skills

25 pts
25 pts

Command group options

free
One Leader Skills Max 1 entry
Core
Core

Infernal Warriors

280pts + 11 pts/extra model
20-40 models Rarity: Regular
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 3" 9
Defensive HP Def Res Arm
1 4 4 3
Offensive Att Off Str Ap Agi
Infernal Warrior 1 4 3 0 2

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

1 pts/mod.
1 pts/mod.

(0-25 Models per Unit)

6 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Core Black Powder

Citadel Guard

280pts + 15 pts/extra model
15-25 models Rarity: Regular
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 3" 9
Defensive HP Def Res Arm
1 4 4 3
Offensive Att Off Str Ap Agi
Citadel Guard 1 4 4 1 2

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

free
3 pts/mod.

(0-20 Models per Unit)

3 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Core

Vassal Levies

170pts + 6 pts/extra model
20-40 models Rarity: Regular
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 4" 7
Defensive HP Def Res Arm
1 3 3 1
Offensive Att Off Str Ap Agi
Vassal Levy 1 3 3 0 3

Command group options

10 pts
10 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

20 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

3 pts/mod.
free
1 pts/mod.
1 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Core

Shackled Slaves

160pts + 6 pts/extra model
20-40 models Rarity: Common
Height:1
Base:25x25
Global Mar Adv Dis Model Rules
6" 4" 4
Defensive HP Def Res Arm
1 2 4 0
Offensive Att Off Str Ap Agi
Shackled Slave 1 2 3 0 1
Shackled Slave:

Command group options

15 pts

Options

free
1 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special
Special

Kadim Incarnates

280pts + 90 pts/extra model
3-6 models Rarity: Uncommon
Max 3 Units by Army
Max 12 Models by Army
Height:3
Base:40x40
Global Mar Adv Dis Model Rules
6" 6" 6
Defensive HP Def Res Arm
3 2 4 2
Offensive Att Off Str Ap Agi
Kadim Incarnate 3 3 5 2 4

Command group options

10 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Immortals

300pts + 22 pts/extra model
15-25 models Rarity: Common
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
4" 3" 9
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Immortal 1 5 4 1 2

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

free
1 pts/mod.
1 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Disciples of Lugar

320pts + 18 pts/extra model
15-25 models Rarity: Rare
Height:1
Base:20x20
Global Mar Adv Dis Model Rules
6" 4" 9
Defensive HP Def Res Arm
Offensive Att Off Str Ap Agi
Disciple of Lugar 2 4 4 1 3

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

free
2 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Taurukh Enforcers

195pts + 24 pts/extra model
5-12 models Rarity: Common
Max 6 Units by Army
Height:2
Base:25x50
Global Mar Adv Dis Model Rules
7" 7" 9
Defensive HP Def Res Arm
1 4 5 3
Offensive Att Off Str Ap Agi
Taurukh Enforcer 2 4 4 1 2

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

3 pts/mod.

(0-1 Units per Army)

3 pts/mod.
free
2 pts/mod.
3 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Taurukh Anointed

300pts + 85 pts/extra model
3-6 models Rarity: Uncommon
Max 3 Units by Army
Max 12 Models by Army
Height:4
Base:50x75
Global Mar Adv Dis Model Rules
6" 7" 9
Defensive HP Def Res Arm
3 5 5 3
Offensive Att Off Str Ap Agi
Taurukh Anointed 3 5 5 2 3

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Options

10 pts/mod.
free
5 pts/mod.
5 pts/mod.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Vassal Cavalry

180pts + 14 pts/extra model
5-15 models Rarity: Rare
Max 2 Units by Army
Height:2
Base:25x50
Global Mar Adv Dis Model Rules
8" 8" 8
Defensive HP Def Res Arm
1 4 3 2
Offensive Att Off Str Ap Agi
Vassal Rider 1 4 4 1 3
Vassal Steed 2 3 3 1 3

Command group options

10 pts
10 pts
no limit

(0-1 per Army, 0-1 per Army, 0-1 per Army)

60 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

50 pts

(0-2 per Army, 0-2 per Army)

40 pts

(0-1 per Army, 0-3 per Army, 0-3 per Army, 0-3 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

30 pts

(0-2 per Army, 0-2 per Army)

25 pts

(0-1 per Army, 0-1 per Army, 0-1 per Army, 0-1 per Army)

20 pts

(0-3 per Army, 0-3 per Army, 0-3 per Army)

15 pts

(0-2 per Army, 0-2 per Army)

10 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Set Hidden When Enable when '{id: 257550,label:}' is selected, Enable when '{id: 256600,label:}' is selected, Enable when '{id: 257543,label:}' is selected, Enable when '{id: 256606,label:}' is selected, Enable when '{id: 257010,label:}' is selected, Enable when '{id: 256613,label:}' is selected, Enable when '{id: 256612,label:}' is selected, Enable when '{id: 256997,label:}' is selected, Enable when '{id: 257537,label:}' is selected, Enable when '{id: 256609,label:}' is selected, Enable when '{id: 257009,label:}' is selected, Enable when '{id: 256603,label:}' is selected, Enable when '{id: 257549,label:}' is selected, Enable when '{id: 257003,label:}' is selected, Enable when '{id: 257546,label:}' is selected, Enable when '{id: 257006,label:}' is selected, Enable when '{id: 257540,label:}' is selected, Enable when '{id: 257000,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257946,label:}' is selected, Enable when '{id: 257934,label:}' is selected, Enable when '{id: 257937,label:}' is selected, Enable when '{id: 257943,label:}' is selected, Enable when '{id: 257947,label:}' is selected, Enable when '{id: 257940,label:}' is selected to 1
Special

Gunnery Team

170pts
single model Rarity: Uncommon
Max 3 Units by Army
Height:3
Base:40x40
Global Mar Adv Dis Model Rules
4" 0" 9
Defensive HP Def Res Arm
4 4 4 4
Offensive Att Off Str Ap Agi
Gunnery Team 4 1 2

Options

(0-2 per Army)

free

(0-2 per Army)

30 pts

(0-2 per Army)

30 pts
Special

Infernal Artillery

170pts
single model Rarity: Common
Height:3
Base:75x75
Global Mar Adv Dis Model Rules
4" 0" 9
Defensive HP Def Res Arm
5 1 4 3
Offensive Att Off Str Ap Agi
Crew 3 4 3 0 2

Options

(0-2 per Army)

free

(0-2 per Army)

115 pts

(0-2 per Army)

115 pts
Instruments of Destruction
Instruments of Destruction

Infernal Engine

440pts
single model Rarity: Extraordinary
Max 1 Units by Army
Height:5
Base:60x100
Global Mar Adv Dis Model Rules
5" 4" 9
Defensive HP Def Res Arm
8 1 8 4
Offensive Att Off Str Ap Agi
Chassis 5 2 2

Options

(0-2 per Army)

free

(0-2 per Army)

10 pts

(0-2 per Army)

30 pts
35 pts
Instruments of Destruction

Kadim Titan

500pts
single model Rarity: Rare
Max 2 Units by Army
Height:5
Base:100x150
Global Mar Adv Dis Model Rules
4" 7" 7
Defensive HP Def Res Arm
7 3 6 2
Offensive Att Off Str Ap Agi
Kadim Titan 6 4 6 3 3

Options

(0-1 Units per Army)

free

(0-2 Units per Army)

free

(0-1 Units per Army, 0-2 per Army)

free

(0-1 Units per Army, 0-2 per Army)

20 pts

(0-1 Units per Army, 0-2 per Army)

35 pts
Instruments of Destruction

Citizen Giant

300pts
single model Rarity: Uncommon
Max 3 Units by Army
Height:5
Base:50x75
Global Mar Adv Dis Model Rules
7" 7" 8
Defensive HP Def Res Arm
8 3 5 2
Offensive Att Off Str Ap Agi
Citizen Giant 5 3 5 2 3

Options

25 pts
free
15 pts
25 pts