
- Army book
- Quick Reference Sheet
- Correspondence of translations with another language
- Army magic cards
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 ArmyMagic 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 ArmyCannot 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 ArmyChannel (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 ArmyThe bearer′s unit is immune to the effects of Fear and automatically passes Panic Tests caused by Terror.
General′s Kabuto
max 1 per ArmyOne use only. Must be activated when the bearer′s model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.
Dragon Pearl
max 1 per ArmyThe bearer gains Weapon Master. At the beginning of each Movement Phase, choose an enemy model in base contact with the bearer′s unit carrying a Special Item other than an enchanted Suit of Armour or a Banner enchantment. The Dragon Pearl becomes a copy of the chosen Item until the end of the turn. If an enchanted Weapon or Shield is copied, the effects of the mundane equipment are also retained by the copy.
Candle of the Void
max 1 per ArmyOne use only. This item can be used at the beginning of any phase and lasts until the end of the Player Turn. The bearer′s unit gains +4" March Rate, Swiftstride, Ghost Step and Strider. No models can join or leave the unit until the effect ends.
Mempo of Honour
max 1 per ArmyDuels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. All enemy model parts suffer -1 Attack Value while fighting in a Duel with the bearer.
Rod of the Horizons
max 1 per Army (Wizard only )Models Way of the Warrior onlyDirectly after choosing Spells, the bearer selects one of their own Spells. All Casting Attempts of this Spell with 2 or more Dice performed by the bearer are subject to Maximised Role.
Prayer Beads of the Inner Fire
max 1 per ArmyYamabushi onlyAll models in the bearer′s unit gain Ritual Meditation.
A Dirty Trick
max 1 per ArmyWhile fighting in a Duel, the bearer gains +1 Attack.
Pendant of Equality
max 1 per ArmyWhenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
The Plagiator
max 1 per ArmyThe bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
Soulcatcher
max 1 per ArmyRoll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
The Mirror Brigade
max 1 per ArmyOne use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which always have Strength 4 and Armour Penetration 1.
Inscribing Burin
max 1 per ArmyWhile 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 ArmyAll friendly units within 12″ of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.
Crown of Horns
max 1 per ArmyThe bearer’s unit and all units within range of its Commanding Presence (if applicable) automatically pass Command Tests taken due to Primal Instinct.
Eye of Dominance
max 1 per ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Ring of the Obsidian Thrones
max 1 per ArmyUnless 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Moithir's Mirror
max 1 per ArmyCannot 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 ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn 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 ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Winter Cloak
max 1 per ArmyCannot 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 ArmyCannot 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 ArmyCannot be taken by models with Height 5.Aegis (+2, max 4+).
Lugar's Dice
max 1 per ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Mask of Ages
max 1 per ArmyHeight 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 ArmyWhen 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 ArmyCannot 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 ArmyIf 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 ArmyThe 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 ArmyAfflict (−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 ArmyWhen 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 ArmyThe 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 ArmyWhen 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Hail Shot
max 1 per ArmyForest 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 ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Glyph of Amryl
max 1 per ArmyModels 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 ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Blessed Wrappings
max 1 per ArmyCannot 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 ArmyHorror and Petrifying Gaze (See Sand Stalkers).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs 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 ArmyThe 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 ArmySkeletal 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 ArmyThe 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 ArmyThe 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 ArmyCannot 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 ArmyVampire 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 ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Cursed Medallion
max 1 per ArmyDuring 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 ArmyAt 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 ArmyStomp 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 ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt 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 ArmyAfter 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 ArmyAt 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 ArmyDuring 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 ArmySorcerers 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 ArmyThe range of the bearer's Commanding Presence or Rally Around the Flag is always 18".
Norn's Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
Zartosht's Chains
max 1 per ArmyEnemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
Breath of the Brass Bull
max 1 per ArmyCannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Turul Radiant Headdress
max 1 per ArmyStandard Height onlyThe bearer gains Distracting and Terror.
Endless Plain
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
Spirit of the Herd
max 1 per ArmyModel parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).
Storm Cloak
max 1 per ArmyThe bearer gains Magic Resistance (2) and Hard Target (1).
Chest of Envoloping Fog
max 1 per Army (Foot only.)One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain must fit within a circle with a diameter of 6".
Veil of Harag
max 1 per ArmyThe bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Scurrying Veil
max 1 per ArmyStandard Height models onlyThe bearer's March Rate is set to 20". Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.
Fiendish Snares
max 1 per ArmyImmediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Gem of Faith's Tithe
max 1 per ArmyWhenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all.
Lifeforce Talisman
max 1 per ArmyWhenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.
Crucible Of Contagion
max 1 per ArmyPutrid Pamphlet
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyThe 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 ArmyStrider and Touch of Frost.
Rampager’s Chain
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic 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 ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic 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 ArmyMagic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
Pillager Icon
max 1 per ArmyAll friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.
Crown of Madness
max 1 per ArmyThe 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 ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyUnless 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Moithir's Mirror
max 1 per ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn 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 ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Winter Cloak
max 1 per ArmyCannot 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 ArmyCannot 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 ArmyCannot be taken by models with Height 5.Aegis (+2, max 4+).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyThe 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 ArmyAfflict (−2 Off).
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Rampager’s Chain
max 1 per ArmyThe 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 ArmyThe 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 ArmyForest 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 ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Glyph of Amryl
max 1 per ArmyModels 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 ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyAt 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 ArmyStomp 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 ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt 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 ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyCrown of the Usurper
max 1 per ArmyCannot 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 ArmyAfter 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 ArmyAt 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 ArmyDuring 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 ArmySorcerers 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 ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Blessed Wrappings
max 1 per ArmyCannot 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 ArmyHorror and Petrifying Gaze (See Sand Stalkers).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs 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 ArmyThe 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 ArmySkeletal 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 ArmyThe 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 ArmyThe 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 ArmyMagic 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 ArmyCannot 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 ArmyVampire 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 ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Cursed Medallion
max 1 per ArmyDuring 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 ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Ancient Plaque
max 1 per ArmyThe 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 ArmyWhen 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Obsidian Rock
max 1 per ArmyMagic 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Lugar's Dice
max 1 per ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Mask of Ages
max 1 per ArmyHeight 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 ArmyWhen 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 ArmyCannot 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 ArmyIf 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 ArmyMagic 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 ArmyThe 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 ArmyThe 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 ArmyThe 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 ArmySorcerers 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 ArmyDuring 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 ArmyAfflict (−2 Off).
Moithir's Mirror
max 1 per ArmyCannot 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 ArmyThe 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 ArmyThe 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 ArmyMagic 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 ArmyIf 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 ArmyThe 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 ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic 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 ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn 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 ArmyIn 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 ArmyForest 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 ArmyAt 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Cursed Medallion
max 1 per ArmyDuring 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Winter Cloak
max 1 per ArmyCannot 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 ArmyThe 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 ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Crown of Madness
max 1 per ArmyThe 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 ArmyCannot 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 ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyModels of Height 1 only.The bearer gains +3 Def.
Lugar's Dice
max 1 per ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. 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 ArmyMagic Resistance (2).
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Crown of the Usurper
max 1 per ArmyCannot 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 ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Crown of the Pharaohs
max 1 per ArmyPharaohs 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 ArmyCannot be taken by models with Height 5.Aegis (+2, max 4+).
Sacred Hourglass
max 1 per ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Locket of Sunna
max 1 per ArmyIn 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 ArmyCannot 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 ArmyMagic Resistance (2).
Hail Shot
max 1 per ArmyForest 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 ArmyAll friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Rod of Battle
max 1 per ArmyPillager Icon
max 1 per ArmyAll friendly units of Razortusks, Raiding Chariots, excluding Characters, within 12″ of the bearer gain Vanguard.
Cursed Medallion
max 1 per ArmyDuring 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 ArmyModel 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 ArmyThe 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 ArmyWhen 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 ArmyMagic Resistance (2).
Diadem of Protection
max 1 per ArmyCannot 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 ArmyThe 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 ArmyAfter 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 ArmyAt 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 ArmySorcerers 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 ArmyDuring 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 ArmyThe 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 ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Kherp Sceptre
max 1 per ArmyThe 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 ArmyThe 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 ArmyThe 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 ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Rod of Battle
max 1 per ArmyThe 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 ArmyAfflict (−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 ArmyThe 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 ArmyCarved Wisdom (see Howdah Devices)
Diadem of Protection
max 1 per ArmyCannot 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 ArmyIf 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 ArmyCannot 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 ArmyThe 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 ArmyPharaohs 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Tarina’s Lyre
max 1 per ArmyAny Stomp Attack made by enemy units within 8″ of the bearer suffers a −2 to-wound modifier.
Lygur's Tongue
max 1 per ArmyAfflict (−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 ArmyIn 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 ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
Sacred Hourglass
max 1 per ArmyThe 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 ArmyThe 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 ArmyHeight 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 ArmyCannot be taken by models with Height 5.Aegis (+2, max 4+).
Rod of Battle
max 1 per ArmyBlessed Wrappings
max 1 per ArmyCannot 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 ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
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 ArmyThe 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 ArmyUnless 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 ArmyHorror 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 ArmyThe 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 ArmyAt 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 ArmyDuring Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.
Veilgate Orb
max 1 per ArmyDuring 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 ArmyThe bearer’s unit gains Unstable.
Blessed Wrappings
max 1 per ArmyCannot 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 ArmyThe bearer’s unit gains Unstable.
Pan of Protection Pinchin'
max 1 per ArmyCannot 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 ArmyAt 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 ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Lord of the Damned
max 1 per ArmySorcerers 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 ArmyStrider and Touch of Frost.
Ullor’s Horn
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Book of Meladys
max 1 per ArmyCannot 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 ArmyCarved Wisdom (see Howdah Devices)
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. 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 ArmyStrider and Touch of Frost.
Golden Idol of Shamut
max 1 per ArmyIf 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 ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyMask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Crown of the Usurper
max 1 per ArmyCannot 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 ArmyCannot 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 ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Rod of Battle
max 1 per ArmyThe 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Crown of the Usurper
max 1 per ArmyCannot 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 ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Inscribing Burin
max 1 per ArmyWhile the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).
Eye of Dominance
max 1 per ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Talisman of Shielding
max 1 per ArmyCannot be taken by models with Height 5.Aegis (5+).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Ring of Desiccation
max 1 per ArmyWhen 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 ArmyModel 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 ArmyCarved Wisdom (see Howdah Devices)
Rod of Battle
max 1 per ArmyThe 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 ArmyThe 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 ArmyThe 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 ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyWhen 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 ArmyCannot 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 ArmyThe 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 ArmyThe bearer gains Stubborn.
Sacred Chalice
max 1 per ArmyThe 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 ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Ring of Desiccation
max 1 per ArmyWhen 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt 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 ArmyMagic Resistance (2).
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Breath of the Brass Bull
max 1 per ArmyCannot 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 ArmyThe 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 ArmyMagic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Immortal Gauntlets
max 1 per ArmyAt 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 ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Ring of Desiccation
max 1 per ArmyWhen 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 ArmyIf 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 ArmyModels of Height 1 only.The bearer gains +3 Def.
Hail Shot
max 1 per ArmyForest 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 ArmyCannot 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 ArmyCannot 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Breath of the Brass Bull
max 1 per ArmyCannot 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 ArmyThe 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 ArmyHeight 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 ArmyOne 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyThe 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 ArmyMagic 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 ArmyMagic Resistance (2).
Mask of Ages
max 1 per ArmyHeight 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 ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Book of the Dead
max 1 per ArmyThe 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 ArmyOne 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 ArmyMagic Resistance (2).
Talisman of the Void
max 1 per ArmyChannel (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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Diadem of Protection
max 1 per ArmyCannot be taken by models with Height 5.Aegis (+2, max 4+).
Yeti Furs
max 1 per ArmyStrider 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 ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Veilgate Orb
max 1 per ArmyDuring 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 ArmyThe 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 ArmyCannot 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 ArmyAfflict (−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 ArmyStomp 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 ArmyCannot 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 ArmyThe 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Pillager Icon
max 1 per ArmyAll 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 ArmyMagic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Darkstone Detonator
max 1 per ArmyAt 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 ArmyThe 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 ArmyMagic 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 ArmyThe 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 ArmyThe 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 ArmyCannot 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 ArmyCannot 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 ArmyAt 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 ArmyMagic Resistance (2).
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Rod of Battle
max 1 per ArmyThe 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 ArmyOne 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 ArmyCannot 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 ArmyThe 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 ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Sacred Hourglass
max 1 per ArmyThe 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 ArmyModels of Height 1 only.The bearer gains +3 Def.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Book of Meladys
max 1 per ArmyCannot 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 ArmyWhen 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 ArmyThe 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 ArmyThe 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 ArmyThe bearer gains Stubborn.
Eternity Gem
max 1 per ArmyVampire 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 ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Ring of the Obsidian Thrones
max 1 per ArmyUnless 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 ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Winter Cloak
max 1 per ArmyCannot 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 ArmyThe 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Rod of Battle
max 1 per ArmyThe 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 ArmyCannot 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 ArmyCannot 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 ArmyThe 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 ArmyModels of Height 1 only.The bearer gains +3 Def.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Lord of the Damned
max 1 per ArmySorcerers 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 ArmyIn 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Rod of Battle
max 1 per ArmyThe 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 ArmyThe 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 ArmyCrown of Madness
max 1 per ArmyThe 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 ArmyMagic 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 ArmyCannot 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 ArmyThe 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 ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Pillager Icon
max 1 per ArmyAll 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 ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Breath of the Brass Bull
max 1 per ArmyCannot 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 ArmyThe 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 ArmyCannot 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 ArmyForest 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 ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Eternity Gem
max 1 per ArmyVampire 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 ArmyCannot 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 ArmyCarved Wisdom (see Howdah Devices)
Crown of Madness
max 1 per ArmyThe 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 ArmyThe 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 ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Ullor’s Horn
max 1 per ArmyEnemy 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 ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Mantle of Ullor
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Immortal Gauntlets
max 1 per ArmyWhen 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 ArmyPharaohs 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 ArmyCarved Wisdom (see Howdah Devices)
Book of the Dead
max 1 per ArmyThe 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 ArmyThe 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Rod of Battle
max 1 per ArmyThe 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 ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Moithir's Mirror
max 1 per ArmyCannot 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 ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Cursed Medallion
max 1 per ArmyDuring 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 ArmyHeight 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 ArmyThe 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 ArmyVampire 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Obsidian Rock
max 1 per ArmyMagic 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 ArmyUnless 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 ArmyUnless 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 ArmyThe 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 ArmyCannot 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 ArmyUnless 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 ArmyMagic Resistance (2).
Rod of Battle
max 1 per ArmyMask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Glyph of Amryl
max 1 per ArmyModels 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 ArmyCannot 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 ArmyThe 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 ArmyThe bearer gains Distracting (2, against Beasts and Mounts).
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Immortal Gauntlets
max 1 per ArmyWhen 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 ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Winter Cloak
max 1 per ArmyCannot 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 ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Cursed Medallion
max 1 per ArmyDuring 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 ArmyAt 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 ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Book of the Dead
max 1 per ArmyThe 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 ArmyAt 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 ArmyThe 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 ArmyThe bearer gains Stubborn.
Lord of the Damned
max 1 per ArmySorcerers 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 ArmyMagic Resistance (2).
Hail Shot
max 1 per ArmyForest 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 ArmyThe 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Hypnotic Pendant
max 1 per ArmyCannot 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 ArmyThe 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 ArmyCannot 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 ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Darkstone Detonator
max 1 per ArmyAt 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 ArmyVampire 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 ArmyThe 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 ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Eternity Gem
max 1 per ArmyVampire 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 ArmyMagic 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 ArmySkeletal 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 ArmyDuring 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 ArmyThe bearer gains +1 Armour and Immune (Multiple Wounds).
The Bastion
max 1 per ArmyModels without Towering Presence onlyOne use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains Aegis (3+) until the end of the Round.
Dragon's Scales
max 1 per ArmyModels without Towering Presence onlyThe bearer gains Distracting.
Magical Hardening
max 1 per ArmyAn armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyAttached 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 ArmyCannot 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 ArmyCannot 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 ArmyCannot 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 ArmyModels with Height Standard onlyThe bearer gains Crush Attack.
Sharpshooter's Eye
max 1 per ArmyModels without Towering Presence onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, Multiple Wounds (2, against Large) and Quick to Fire.
Flaming Star
max 1 per ArmyAttacks made with this weapon gain Lightning Reflexes. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks) until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
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 ArmyMay 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 ArmyDuring 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 ArmyMay 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 ArmyChoose 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 ArmyThe 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 ArmyCannot 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 ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Te Aupouri Smokestone
max 1 per ArmyMay 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 ArmyMay 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 ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyDuring 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 ArmyWhen 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 ArmyThe 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 ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Troll Tonic
max 1 per ArmyCannot be taken by models with Height 5.Fortitude (5+).
Healing Potion
max 1 per ArmyCannot 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 ArmyMay 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 ArmyDuration: 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyKnight 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyCannot 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyMay 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 ArmyCannot 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay 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 ArmyDuring 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 ArmyDuration: 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 ArmyCannot 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 ArmyMay 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 ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyKnight 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 ArmyCannot 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 ArmyMay 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 ArmyChoose 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 ArmyThe 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay 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 ArmyWhen 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 ArmyModels 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 ArmyCannot 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 ArmyMay 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 ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay 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 ArmyDuring 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 ArmyCannot 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 ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyMay 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 ArmyCannot 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 ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyWhen 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 ArmyMay 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 ArmyThe bearer’s model gets Hard Target (2).
Beastmaster’s Vial
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay 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 ArmyMay 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 ArmyChoose 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Conquest
max 1 per ArmyKnight 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Moon Shrooms
max 1 per ArmyCannot 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 ArmyModels 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 ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Conquest
max 1 per ArmyKnight 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 ArmyMay 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 ArmyThe 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 ArmyMay 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 ArmyMay 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 ArmyDuring 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 ArmyThe 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 ArmyCannot 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 ArmyDuring 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Conquest
max 1 per ArmyKnight 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 ArmyDuration: 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay 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 ArmyModels 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 ArmyDuring 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Binding Scroll
max 1 per ArmyMay 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 ArmyMay 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 ArmyWhen 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll Of Draining
max 1 per ArmyScroll 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir Of Death
max 1 per ArmyCannot 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (awaken The Beast)
max 1 per ArmyMay 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 ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay 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 ArmyMay 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 ArmyCannot 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Gnasher Bait
max 1 per ArmyFriendly 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 ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyDuration: 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Beastmaster’s Vial
max 1 per ArmyMay 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 ArmyMay 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 ArmyThe 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 ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyMay 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 ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyCannot 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 ArmyDuring 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 ArmyMay 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 ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay 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 ArmyUse 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 ArmyMay 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 ArmyChoose 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 ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (Flaming Swords)
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyCannot 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 ArmyModels 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 ArmyCannot 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Moon Shrooms
max 1 per ArmyCannot 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Black Knight’s Tonic
max 1 per ArmyThe 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 ArmyWhen 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 ArmyCannot 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Rain Augur Brew
max 1 per ArmyDuration: 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (awaken The Beast)
max 1 per ArmyMay 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 ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Wyrd Stone
max 1 per ArmyThe 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Rain of Fire)
max 1 per ArmyMay 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 ArmyChoose 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 ArmyMay 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 ArmyPotion of Healing
max 1 per ArmyCannot 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 ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Favanite Powder
max 1 per ArmyWhen 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay 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 ArmyModels 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 ArmyModels 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 ArmyMay 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 ArmyMay 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 ArmyKnight 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Song of Cenyrn
max 1 per ArmyModels 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 ArmyChoose 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 ArmyThe 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 ArmyDuring 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 ArmyModels 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Scroll of Desiccation
max 1 per ArmyDuring 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot 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 ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Scroll Of Draining
max 1 per ArmyBeastmaster’s Vial
max 1 per ArmyMay 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 ArmyMay 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 ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Stampede Resonator Crystal
max 1 per ArmyMay 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 ArmyKnight 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 ArmyModels 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 ArmyDuring 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Rain Augur Brew
max 1 per ArmyDuration: 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 ArmySpell Scroll (Rain of Fire)
max 1 per ArmyMay 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 ArmyMay 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Desiccation
max 1 per ArmyDuring 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Favanite Powder
max 1 per ArmyWhen 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of the Pearl Throne
max 1 per ArmyChoose 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 ArmyMay 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 ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Seed of the Dark Forest
max 1 per ArmyDuring 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 ArmyMoon Shrooms
max 1 per ArmyCannot 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay 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 ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Black Knight’s Tonic
max 1 per ArmyThe 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 ArmyMay 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 ArmyCannot 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 ArmyGeneral onlyThe range of the model’s Commanding Presence is increased to 18″.
Trusted Adviser
max 1 per ArmyWhen determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Arcane Volcanist
max 1 per ArmyWizard 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 ArmyWizard 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 ArmyGeneral 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 ArmyModels in the bearer’s unit gain Shoot in Extra Rank.
Banner of Shamut
max 1 per ArmyModels in the bearer’s unit gain +1 Off and +1 Combat Score.
Their Master's Banner
max 1 per ArmyApply 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 ArmyAttacks 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 ArmyThe bearer’s unit gains Magic Resistance (1).
Flaming Standard
max 2 per ArmyOne 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 ArmyThe bearer’s unit gains Strider.
Rending Banner
max 1 per ArmyOne 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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
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Characters
(40% Max)
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Core
(25% Min)
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Special
(No Limit)

Black Powder
(No Limit)
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Fires Of Industry
(No Limit)

Instruments of Destruction
(25% Max)

Airborne Legends
(0 Max)
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Overlord
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 |
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Prophet
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 |
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Vizier
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 |
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Taurukh Commissioner
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 |
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Vassal Conjurer
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 |
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Lamassu Scholar
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 |
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Mount Seat of Authority
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 4" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | C | C+1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Vassal(4) | 1 | 3 | 3 | 0 | 3 |
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Mount Vassal Steed
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
C | C | C | C+1 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Vassal Steed | 2 | 3 | 3 | 1 | 3 |
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Mount Kadim Chariot
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 7" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | 5 | C+2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Kadim Beast | 3 | 3 | 5 | 2 | 4 | |
Chassis | 5 | 2 |
.png)


Mount Bull of Shamut
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
" | " |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Bull of Shamut | 4 | 4 | 5 | 2 | 3 |
.png)


Mount Great Bull of Shamut
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
" | " |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Great Bull of Shamut | 5 | 5 | 6 | 3 | 3 |
.png)
Mount Infernal Bastion
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 4" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
8 | 1 | 6 | 4 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Crew (6)(6) | 1 | 4 | 3 | 0 | 2 | |
Battering Ram | 4 | 5 | 2 | 2 |
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Infernal Warriors
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 |
.png)

Citadel Guard
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 |
.png)
Vassal Levies
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 |
.png)
Shackled Slaves
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 |
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Kadim Incarnates
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 |
.png)
Kadim Chariot
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 7" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 4 | 5 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Champion of Lugar (2)(2) | 2 | 4 | 4 | 1 | 3 | |
Kadim Beast | 3 | 3 | 5 | 2 | 4 | |
Chassis | 5 | 2 |
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Immortals
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 |
.png)
Disciples of Lugar
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 |
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Taurukh Enforcers
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 |
.png)
Taurukh Anointed
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 |
.png)
Vassal Cavalry
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 |
.png)
.png)
Vassal Slingshot
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 0" | 7 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Crew | 3 | 3 | 3 | 0 | 3 |
.png)
Gunnery Team
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 |
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Infernal Artillery
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 |
.png)
Infernal Bastion
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 4" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
8 | 1 | 6 | 4 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Crew (6)(6) | 1 | 4 | 3 | 0 | 2 | |
Battering Ram | 4 | 5 | 2 | 2 |

Infernal Engine
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 |

Kadim Titan
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 |

Citizen Giant
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 |