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Reino De Equitania (V3 Public Test - 6 - Hotfix - 1)
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.
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
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.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +1.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (2).
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
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) (No puede llevarse por Hechiceros )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+).
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
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 (Dominante) (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.
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
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.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +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.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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) (No puede llevarse por Hechiceros )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.
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
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.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
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.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (2).
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
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.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
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.
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
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.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
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.
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
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.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
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)).
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +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.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
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+.
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
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.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +1.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
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.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
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.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
Supernatural Dexterity
max 1 per Army (Enchantment: Melee Weapon)+3 Def and +3 Off.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +1.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
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.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +1.
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
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.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
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.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (2).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
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).
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
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.
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
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)).
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
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.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
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.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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.
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
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.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
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.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
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.
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
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
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
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
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
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.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
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.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (2).
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
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
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
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.
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
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.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
Duramen de Elu
max 1 per Army (Enchantment: Longbow)Este arma obtiene Disparos 3, Fuerza del portador +1 y Penetración de Armadura del portador +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
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
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.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
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.
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
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.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Secretos de la Hoja de la Perdición
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas de Altura EstándarMientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial
Asta del Amanecer Llameante
max 1 per Army (Enchantment: Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +2 Penetración de Armadura. Cada tirada para impactar exitosa con esta arma causa dos impactos en lugar de uno.
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)).
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
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.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
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.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
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.
Gloria de la Era del Amanecer
max 1 per Army (Enchantment: Light-lance, Spear)Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura. Además, los ataques realizados con esta arma con una tirada para herir exitosa en la que se obtenga un resultado natural de 5+, se ven sujetas a las siguientes reglas: Obtienen Heridas Múltiples (2) A menos que el objetivo tenga Inmune (Golpe Letal), su Penetración de Armadura se establece siempre en 10, e ignoran Salvaciones por Fortaleza.
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.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
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
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
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.
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
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.
Gemelas Hambrientas
max 1 per Army (Enchantment: Paired Weapons)Los ataques realizados con esta arma obtienen Golpe Letal. Cada vez que el portador obtenga un resultado natural de '6' al herir con sus Ataques Cuerpo a Cuerpo (mientras use el arma), y este ataque causa una herida sin salvar, el portador Recupera 1 Punto de Vida al final del Paso de Iniciativa, a menos que el portador hubiera sido retirado como baja en este Paso de Iniciativa. No se puede Recuperar más de un Punto de Vida por fase de esta manera.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
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.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
Núcleo de Ónice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Los ataques realizados con esta arma son Ataques Flamígeros y obtienen Heridas Múltiples (1D3, contra Inflamable). Además, su Fuerza se establece siempre en 6.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
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.
Encantamiento de Nido de Serpiente
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)No puede llevarse por HechicerosMientras use esta arma, el Valor de Ataques del portador se establece en 6 y los ataques realizados con esta arma son Ataques Envenenados.
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)).
Determinación de Tristán
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Mientras use esta arma, el portador obtiene +1 Valor de Ataques, y los ataques realizados con esta arma obtienen +1 Penetración de Armadura. Tras una tirada exitosa para impactar, el atacante puede descartar uno de los impactos con el arma y elegir un Arma Encantada que lleve la miniatura contra la que se asignó el ataque. Cualquier Encantamientos de Armas del arma elegida se ignora para el resto de la partida.
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.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (2).
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.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
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.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
Ojo del Toro
max 1 per Army (Enchantment: Flintlock Axe)Los Ataques Cuerpo a Cuerpo y Ataques de Disparo realizados con esta arma impactan automáticamente. Estos impactos se resuelven con Fuerza 5 y Penetración de Armadura 10. Además, mientras use este arma, el Valor de Ataques del portador se establece en 1 y los Ataques Cuerpo a Cuerpo realizados con esta arma obtienen Heridas Múltiples (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.
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.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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
Flechas Alquímicas
max 1 per Army (Enchantment: Magnetic Short Bow)Disparos 4, Fue 5, PA 1. Si el arma inflige uno o más impactos, todos los demás Ataques de Disparo con Calamita de miniaturas en la unidad del portador obtienen +1 Fuerza y son Ataques Mágicos durante el resto de la fase.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
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.
Juicio Divino
max 1 per Army (Enchantment: Light-lance, Lance)Después de que el portador complete una Carga, los ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura hasta que el portador deje de estar Trabado.
Llamarada Nova
max 1 per Army (Enchantment: Lance)Los ataques realizados con esta arma obtienen Carga Devastadora (+1 Ata) y Golpe Letal, y son Ataques Divinos. Un solo uso. Puede activarse al inicio de cualquier Ronda de Combate. El portador cuenta como si estuviera Cargando a efectos de Carga Devastadora.
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.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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.
Temple de Uther
max 1 per Army (Enchantment: Light-lance, Lance)Los ataques realizados con esta arma ignoran Parada. Al inicio del Paso de Iniciativa en que se realicen los Ataques Cuerpo a Cuerpo del portador, elige una unidad enemiga Trabada con el Encaramiento Frontal del portador. El portador obtiene +1 Valor de Ataques, hasta un máximo de +5: Por cada fila en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Frontal o Trasero de la unidad. Por cada columna en la unidad elegida a partir de la primera si la miniatura del portador está Trabada con el Encaramiento Lateral de la unidad. Estos ataques adicionales deben asignarse contra miniaturas de Tropa que no sean campeones de la unidad elegida. Si esto no fuera posible, los ataques adicionales se ignoran.
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+).
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Balas de Ratonio
max 2 per Army (Enchantment: Pistol)El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.
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.
Llama Oriental
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyEl portador obtiene Aura Volcánica (1D3) durante la Fase de Melé mientras use esta arma.
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.
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Tallas Ancestrales
max 3 per Army (Enchantment: Hand Weapon)Solo AdivinosLos ataques realizados con esta arma obtienen +2 Fuerza y +2 Penetración de Armadura. El portador obtiene +2 Valor de Ataques y Distracción mientras use esta arma.
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.
Recordatorio de la Muerte
max 1 per Army (Enchantment: Great Weapon, Halberd)El portador obtiene Miedo y Terror. Los ataques realizados con esta arma obtienen +1 Fuerza y +1 Penetración de Armadura.
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.
Maestro del Enjambre
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Solo miniaturas de InfanteríaMientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Locura Fatal
max 1 per Army (Enchantment: Beast Axe)Por cada Ataque Cuerpo a Cuerpo contra la miniatura del portador que obtenga un resultado natural de '1' al impactar, el portador debe realizar un Ataque Cuerpo a Cuerpo durante el mismo Paso de Iniciativa (esto ignora la restricción habitual de que los ataques con Hacha Bestial siempre golpean durante el Paso de Iniciativa 0). Este Ataque Cuerpo a Cuerpo debe asignarse contra la miniatura (o Reserva de Puntos de Vida) que obtuvo el resultado de '1' para impactar.
Maldición del Espino
max 1 per Army (Enchantment: Hand Weapon)Solo miniaturas sin Em- boscadaLos ataques realizados con esta arma obtienen Carga Devastadora (+2 Fue, +2 PA). El arma puede usarse como un Arma de Disparo (3+) con el siguiente perfil: Alcance 18", Disparos 1, Fue 3 [6], PA 10, Ataque de Área (1×5), ¡Recargad!, [[b]Heridas Múltiples (1D3)[/b]]. Este Ataque de Disparo nunca sufre modificadores negativos para impactar.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
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.
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
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.
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 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.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
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+).
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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+).
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
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.
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 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)Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
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+).
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
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.
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 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.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Aleación de Metal Estelar
max 1 per Army (Enchantment: Suit of Armour)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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).
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
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.
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
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.
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
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.
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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+).
Túnica Reluciente
max 1 per Army (Enchantment: Suit of Armour) (Solo Hechiceros )Solo Magos de Altura EstándarEl portador obtiene Égida (3+). Además, su Armadura se establece en 1, y nunca podrá mejorarse. Si el portador sufre una Disfunción de Infierno Mágico o Fuego Brujo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 4+).
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
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+).
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
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+).
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
Aflicción de Aaghor
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Resiliencia y Fortaleza (4+), pero falla automáticamente todas sus Salvaciones por Armadura.
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.
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
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.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 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.
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 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.
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
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+).
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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.
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
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.
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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.
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 4+).
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
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.
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
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.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
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+).
Astucia del Embaucador
max 1 per Army (Enchantment: Suit of Armour)Las tiradas exitosas para herir contra la miniatura del portador deben repetirse.
Panoplia Percival
max 1 per Army (Enchantment: Suit of Armour)Solo miniaturas de Caballería sin Presencia ImponenteEl portador obtiene +2 Armadura.
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Esencia Vital
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.El portador obtiene Fortaleza (4+) y +1 Puntos de Vida. .
Forma Salvaje
max 1 per Army (Enchantment: Suit of Armour)Al inicio de la Fase de Melé, el portador puede elegir ganar uno de los siguientes efectos: +1 Fuerza, +1 Penetración de Armadura, y -1 Resiliencia -1 Fuerza, -1 Penetración de Armadura, y +1 Resiliencia Estos efectos duran hasta el final de la Fase de Melé.
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+).
Llamarada de Protección
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo miniaturas de InfanteríaEl portador obtiene +3 Armadura. Cada miniatura enemiga en contacto con peana con la miniatura del portador que pudiera asignar uno o más Ataques Cuerpo a Cuerpo contra él, y no lo haga, sufre 1 impacto con Fuerza 4, Penetración de Armadura 0 y Ataques Flamígeros distribuidos contra su Reserva de Heridas, tras resolver sus Ataques Cuerpo a Cuerpo. Esto se considera un Ataque Especial.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Perdición del Demonio
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.El portador obtiene +2 Armadura contra Ataques Mágicos.
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).
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
Death Cheater
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Fortitude (4+).
Plegarias Grabadas
max 1 per Army (Enchantment: Suit of Armour)El portador obtiene +1 Armadura y Égida (+1, máx.. 4+).
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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.
Protección de Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)El portador obtiene +2 Armadura y +2 Habilidad Defensiva.
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.
Bendición del Ermitaño de Plaga
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Solo miniaturas a pieEl portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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).
Aleación de Metal Estelar
max 1 per Army (Enchantment: Shield)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
Kadim Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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.
Aleación de Metal Estelar
max 1 per Army (Enchantment: Shield)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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 Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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 Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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 Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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.
Niebla Oscurecedora
max 1 per Army (Enchantment: Shield)Mientras use este Escudo, las unidades enemigas en contacto con peana con el portador sufren -1 Agilidad. La unidad del portador no se beneficia del +1 Agilidad debido a Impulso de la Carga.
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 Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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.
Aleación de Metal Estelar
max 1 per Army (Enchantment: Suit of Armour)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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.
Aleación de Metal Estelar
max 1 per Army (Enchantment: Suit of Armour)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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.
Aleación de Metal Estelar
max 1 per Army (Enchantment: Suit of Armour)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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 Confinado
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Las armas del portador pierden Requiere Ambas Manos si lo tuvieran. Mientras use este Escudo, el portador obtiene Égida (+1, contra Ataques Flamígeros, máx. 3+) y Parada.
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).
Aleación de Metal Estelar
max 1 per Army (Enchantment: Suit of Armour)La primera vez que la miniatura del portador sufra una herida sin salvar debido a un ataque con Heridas Múltiples (X) mientras use este Escudo, divide el número de impactos sufridos a la mitad, redondeando fracciones hacia arriba.
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.
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.
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
Scroll of Power
max 1 per Army (Solo Hechiceros )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.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
Scroll of Power
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
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 (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Scroll of Power
max 1 per Army (Solo Hechiceros )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.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
Scroll of Power
max 1 per Army (Solo Hechiceros )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.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
Scroll of Power
max 1 per Army (Solo Hechiceros )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.
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
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 (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
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.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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 (Solo Hechiceros )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.
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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 (Solo Hechiceros )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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
Scroll of Power
max 1 per Army (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Scroll of Power
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
Scroll of Power
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
Scroll of Power
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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 (Solo Hechiceros )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.
Piedra de Te Aupouri
max 1 per ArmyUn Solo Uso. Puede activarse cuando una unidad amiga falle un Chequeo de Desmoralización (después de cualquier posible repetición de tirada). Hasta el inicio de la siguiente Fase de Movimiento amiga, las tiradas de Alcance de Carga y Alcance de Persecución realizadas por unidades enemigas en un radio de 18" de la miniatura del portador se ven sujetas a Tirada Minimizada.
Dragon’s Brew
max 1 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Cristal de Estampida
max 1 per ArmyUn Solo Uso. Puede activarse al inicio de cualquier Fase de Carga. Elige una unidad de Altura Gigantesca o Caballería Grande amiga en un radio de 12" de la miniatura del portador y aplica los siguientes efectos (todos o ninguno) hasta el final de la Fase de Melé: Cada miniatura obtiene Impactos por Carga (X), donde X es igual al número de impactos por Golpetazo de la miniatura. Si la miniatura ya tenía Impactos por Carga, incrementa el número de estos en (X) en su lugar. La miniatura no puede realizar ningún Golpetazo.
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 (Solo Hechiceros )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 (Solo Hechiceros )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).
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Anillo del Trono de Perla
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLos En- cantamientos de Armas en la unidad del portador y en unidades que estén en contacto con peana con el portador se ignoran.
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).
Semilla del Bosque Oscuro
max 1 per ArmyUn Solo Uso. Justo antes de la batalla (durante el paso 7 de la Secuencia de la Fase de Despliegue), el portador debe situar un único Elemento de Terreno de tipo Bosque, que debe ser como máximo de 10" de largo y 6" de ancho, sobre el Campo de Batalla, sin estar en contacto con ningún otro Elemento de Terreno a excepción de Terreno Abierto, a más de 1" de cualquier unidad enemiga, y con su centro en un radio de 12" del portador. Mientras estén dentro de este Bosque, las miniaturas amigas obtienen un modificador de +1 a sus tiradas de lanzamiento de hechizos de tipo Potenciación, Maldición o Universal, y añaden (+1/+1) al Nivel de Energía de todos los Hechizos Vinculados de Tótem que lancen.
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.
Tabardo del Caballero Negro
max 1 per ArmyLa miniatura del portador obtiene Inmune (Heridas Múltiples (X))
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 (Solo Hechiceros )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.
Artefacts
Crown of the Wizard King
max 1 per Army (No puede llevarse por Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Lluvia Oscura
max 1 per ArmyUn solo uso. Este Artefacto se activa automáticamente al inicio del primer Turno de Juego (si el portador no está en el Campo de Batalla en este momento, el objeto no puede usarse). Sus efectos duran hasta el final del Turno de Juego. Si el propietario tiene el segundo Turno de Jugador, todos los Ataques de Disparo sufren un -2 al impactar durante la Fase de Disparo del oponente. Si el propietario tiene el primer Turno de Jugador, en su lugar, todos los Ataques de Disparo sufren un -1 al impactar durante la Fase de Disparo del oponente.
Icono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
Corona de Cuernos
max 1 per ArmyLa unidad del portador y todas las unidades dentro del alcance de su Presencia de Mando (si la tuviera) superan automáticamente los Chequeos de Disciplina debidos a Instinto Primario.
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Monster Munch
max 1 per Army (Dominante) (Solo Maestro Hechicero )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 (Solo Hechiceros )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.
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
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 (Solo Hechiceros )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.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, 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 (Solo Hechiceros )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 (Dominante)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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Buril Inscrito
max 1 per ArmyMientras el portador tenga el centro de su peana dentro de un Elemento de Terreno de tipo Bosque, todas las unidades amigas con más de la mitad de sus miniaturas con el centro de sus peanas dentro de cualquier Bosque en el Campo de Batalla obtienen Resistencia a la Magia (2).
Icono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
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).
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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 (Solo Hechiceros )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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 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 (Solo Hechiceros )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.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
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 (Solo Hechiceros )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.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, 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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
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 (Solo Hechiceros )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 (Dominante) (Solo Maestro Hechicero )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 (Solo Hechiceros )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.
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
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.
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Skull Fetish
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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 (Solo Hechiceros )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.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
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.
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
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 (Solo Hechiceros )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.
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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.
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
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.
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Icono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Rod of Battle
max 1 per ArmyIcono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
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 (Solo Hechiceros )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.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
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).
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, 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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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)
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).
Necromantic Staff
max 1 per Army (Solo Hechiceros )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”.
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, 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 (Solo Hechiceros )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.
Buril Inscrito
max 1 per ArmyMientras el portador tenga el centro de su peana dentro de un Elemento de Terreno de tipo Bosque, todas las unidades amigas con más de la mitad de sus miniaturas con el centro de sus peanas dentro de cualquier Bosque en el Campo de Batalla obtienen Resistencia a la Magia (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
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 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).
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Buril Inscrito
max 1 per ArmyMientras el portador tenga el centro de su peana dentro de un Elemento de Terreno de tipo Bosque, todas las unidades amigas con más de la mitad de sus miniaturas con el centro de sus peanas dentro de cualquier Bosque en el Campo de Batalla obtienen Resistencia a la Magia (2).
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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”.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
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 (Solo Hechiceros )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.
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, its Path access is replaced with Occultism, Thaumaturgy, and witchcraft.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
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 (Solo Hechiceros )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.
Buril Inscrito
max 1 per ArmyMientras el portador tenga el centro de su peana dentro de un Elemento de Terreno de tipo Bosque, todas las unidades amigas con más de la mitad de sus miniaturas con el centro de sus peanas dentro de cualquier Bosque en el Campo de Batalla obtienen Resistencia a la Magia (2).
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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.
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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.
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
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.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
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.
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
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.
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
Anillo de Desecación
max 1 per ArmyAl inicio de cada Ronda de Combate, cada unidad enemiga en contacto con peana con la miniatura del portador obtiene un marcador de Incendiario.
Ídolo Dorado de Shamut
max 1 per ArmySi la miniatura del portador es de Infantería, su Ritmo de Avance se establece en 4" y su Ritmo de Marcha se establece en 12". Además, el portador puede lanzar Gloria del Oro (Alquimia) como Hechizo Vinculado con Nivel de Energía (4/8).
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 (Solo Hechiceros )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).
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
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 (Solo Hechiceros )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.
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
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 (Solo Hechiceros )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).
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Diadema de Protección
max 1 per ArmyCannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Monster Munch
max 1 per Army (Dominante) (Solo Maestro Hechicero )The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
Skull Fetish
max 1 per Army (Solo Hechiceros )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.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
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).
Icono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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 (Solo Hechiceros )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.
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Obsidian Rock
max 1 per ArmyMagic Resistance (2).
Essence of a Free Mind
max 1 per Army (Solo Hechiceros )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).
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
Necromantic Staff
max 1 per Army (Solo Hechiceros )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.
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
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.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
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).
Lira de Tarina
max 1 per ArmySolo Senadores Alimaña y Maestros de Cría FetthisLos Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.
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.
Libro de Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una vez por Fase de Magia, el portador puede repetir la tirada de un único Dado de Magia al hacer una tirada de lanzamiento, siempre y cuando la tirada no supusiera una Disfunción. Si se repite la tirada de un Dado de Magia en que se hubiera obtenido un resultado natural de '1', en caso de que el Intento de Lanzamiento falle tras la repetición de tirada, se puede aplicar Efervescencia en este Dado de Magia, independientemente del resultado obtenido en la repetición.
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.
Tablilla de Vezodinezh
max 1 per Army (Solo Hechiceros )Cuando el portador trate de lanzar un Hechizo no Vinculado usando tres o más Dados de Magia, trata un único '1' o '2' obtenido en la tirada como si fuera un resultado natural de '3'. Si el portador sufre una Disfunción de Fuego Brujo, aplica en su lugar Infierno Mágico.
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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+).
Icono del Saqueador
max 1 per ArmyTodas las unidades amigas en un radio de 12" del portador compuestas íntegramente por miniaturas de Colmillo Destripador o miniaturas individuales con Carro, a excepción de los Personajes, obtienen Vanguardia.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Aliento del Toro de Latón
max 1 per ArmyNo puede llevarse por miniaturas con Presencia ImponenteLa miniatura del portador obtiene +1 Punto de Vida y el portador obtiene Ataque de Aliento (Ataques Tóxicos).
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 (Solo Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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.
Placa Ancestral
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
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.
Hábito del Apóstata
max 1 per Army (Solo Hechiceros )If the bearer has Holy Triumvirate, its Path access is replaced with Occultism, Thaumaturgy, and witchcraft.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
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.
Dados de Lúgar
max 1 per ArmyUna única parte de miniatura de la miniatura del portador puede repetir una única tirada para impactar, herir, o Salvación por Armadura fallida cada Turno de Jugador. No puede usarse para repetir tiradas de un ataque con Ataque Aplastador.
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.
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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).
Máscara de las Eras
max 1 per ArmySolo miniaturas de Infantería.El portador obtiene Miedo, Égida (5+, contra Ataques Especiales), y Égida (5+, contra Ataques Mágicos). Además, el portador debe repetir las tiradas fallidas para impactar con sus Ataques Cuerpo a Cuerpo.
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 (Solo Hechiceros )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.
Cristal Amatista
max 1 per Army (Solo Hechiceros )Wizard only.Las tiradas de Dispersión realizadas por el ejército del portador obtienen un modificador de +1.
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.
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
Ojo de la Dominación
max 1 per ArmyEl portador obtiene Inmune a Golpetazos y Miedo.
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).
Corona de la Arrogancia
max 1 per ArmyAl inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.
Crown of the Wizard King
max 1 per Army (No puede llevarse por Hechiceros )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 (Solo Hechiceros )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 (Solo Hechiceros )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).
Cáliz Sagrado
max 1 per ArmyEl portador obtiene Resistencia a la Magia (1). Cuando la unidad del portador es el objetivo de un Intento de Lanzamiento enemigo, incluyendo Atributos de la Senda, el propietario del portador añade 1 Token del Velo a su reserva de Tokens del Velo.
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 (Solo Hechiceros )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).
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.
Encantamiento de Estandarte
Llama Sagrada
max 1 per ArmyEl portador obtiene Miedo mientras esté Trabado en Combate. Las unidades enemigas en contacto con peana con la unidad del portador no se benefician de Reagruparse en Torno a la Bandera.
Lady’s Favour
max 1 per ArmyOne use only. The first time the unit is the target of an Orison, apply all Orisons (i.e Aegis (5+), Magical Attacks, +2 Off and Ignore Parry, Cou set to 9).
Cimera del Castellano
max 3 per ArmyUn Solo Uso. Puede activarse inmediatamente antes de declarar una Carga con el portador, o la unidad del portador en la Fase de Carga. Las tiradas de Alcance de Carga Fallidas del portador o la unidad del portador deben repetirse hasta el final de la fase. Otros Personajes Cargando fuera de la unidad del portador no se ven afectados.
Mortaja Reliquia
max 1 per ArmyEl portador puede lanzar Hálito de la Dama(Breath of the Lady) (Hechizo Hereditario) como Hechizo Vinculado con Nivel de Energía (4/8).
Estandarte de Roland
max 1 per ArmyLa unidad del portador obtiene Égida (+1, máx. 4+, contra Ataques a Distan- cia). Además, las unidades enemigas no pueden elegir Aguantar y Disparar como Reacción a la Carga contra Cargas declaradas por la unidad del portador.
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.
Distortion Emblem
max 1 per ArmyOne use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Banner of Speed
max 3 per ArmyA unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Courage
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.
Hechizo Hereditario
Lanzamiento | Tipo | Duración | Efecto | |
---|---|---|---|---|
Breath of the Lady | Add 2 Blessing Tokens to your Blessing Token pool. | |||
Mf | 9+ |
Caster
|
One Turn | |
Add 2 Blessing Tokens to your Blessing Token pool. |
Army Organisation
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Characters
(40% Max)
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Core
(25% Min)
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Special
(No Limit)

Fey
(20% Max)

Gallantry
(0 Max)
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Siege
(0 Max)
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Damisela
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 7 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
3 | 3 | 3 | 0 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Damisela | 1 | 3 | 3 | 0 | 3 |
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Duke
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 9 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
3 | 6 | 4 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Duke | 4 | 6 | 4 | 1 | 6 |
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Paladin
Since the earliest days of the kingdom, this unique ordo of knights has served the monarch directly. Its task is to seek out the followers of Night Lords, Dark Gods, and any who undermine the Realm. By book and blade, these knights are trained in the deep secrets of hunting the darkest forces of the world.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 9 |
|
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
3 | 7 | 4 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Paladin | 4 | 7 | 4 | 1 | 6 |
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Héroe del Pueblo
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
3 | 4 | 4 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Héroe del Pueblo | 2 | 4 | 4 | 1 | 4 |
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Montura Destrero
The finest and strongest horses, those bred and trained specifically for war, are called destriers, and nowhere are they found in such numbers and such quality as in Equitaine. The pride of knights and lords alike, these noble beasts are in large part responsible for the kingdom’s military strength.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
C | C | C | C+2 | C |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Destrero | 1 | 3 | 4 | 0 | 3 |
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Montura Corcel Heráldico
Equitaine is home to many strange creatures; some are suitable for riding even if they’re not large enough to become knightly mounts. Perytons – part eagle, part deer – are particularly prized for their agility, among other winged combinations. Such animals are often depicted on coats of arms: valiant symbols of the Realm, descending upon enemies in a mighty storm.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
10" | 8" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
C | C | C | C+2 | C |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Corcel Heráldico | 1 | 4 | 4 | 1 | 3 |
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Montura Unicornio Venerado
While all horses are beloved by Equitans, the legendary unicorn is the only steed subject to outright worship. Intelligent beings able to cross the Veil at will, they rarely appear to mortals and only accept the Lady’s closest servants as riders. Magically connected to the natural world cherished by the Goddess, wild regions hold no dangers for a unicorn’s allies.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
10" | 10" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
C | C | 4 | C+1 | C |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Unicornio Venerado | 2 | 5 | 4 | 1 | 5 |
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Montura Pegaso de Guerra
These mounts are prized above all others in Equitaine, and with good reason. Among all the peoples of the world, only the Equitans have learned the secrets of breeding pegasi in captivity. From their origins at Whitewing’s Abbey, these winged steeds have carried the flower of Equitaine’s chivalry to victory in battle for generations.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
C | C | 4 | C+2 | C |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Pegaso de Guerra | 2 | 4 | 4 | 1 | 4 |
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Montura Hipogrifo
The largest of the mortal mounts commonly used by Equitans in battle, hippogriffs are ferocious beasts combining the front half of an eagle and the back half of a horse. Powerful both over ground and in the air, the cost of their breeding and maintenance means that only the lords of the land can feasibly afford to keep such a prized animal.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
5 | C | 5 | 4 | C |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Hipogrifo | 4 | 4 | 5 | 3 | 4 |
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Montura Corcel Místico
The mythic horses that dwell in the Lady’s Realm are seen in the material world only when ridden by the supernal entourage of the Evermaiden. But in exceptional circumstances, truly worthy mortals have also earned or tamed such a mount. From nuckelavees to kelpies and brags, some resemble mundane horses, others are more fantastical. All are mysterious and magically warded.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | C |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
4 | C | 4 | C+1 | C |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Corcel Místico | 3 | 4 | 4 | 1 | 4 |
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Knights of the Realm
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 4 | 3 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Realm Knight | 1 | 4 | 4 | 1 | 3 | |
Destrier | 1 | 3 | 4 | 0 | 3 |
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Caballeros Errantes
These knights are often the younger sons of the nobility, or other landless warriors who have not attained a permanent place in a lord’s retinue. Typically young and headstrong, they favour agile cob mounts that give them speed over safety, and throw themselves into every fray to prove their valour and secure a place.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 4 | 3 | 3 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Caballero Errante | 1 | 4 | 4 | 1 | 3 | |
Cob | 1 | 3 | 4 | 0 | 3 |
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Mounted Serjeants
Not all who join the ordos are clerks, teachers and spiritual guides. Some of their number embrace the faith by joining in battle against the enemies of the Lady, bringing Her word to those who have yet to hear it. Their rounceys are superb all-purpose horses, fine steeds for war and peace alike.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 7 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 3 | 3 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Mounted Serjeant | 1 | 3 | 3 | 0 | 3 | |
Rouncey | 1 | 3 | 3 | 0 | 3 |
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Levas de Plebeyos
Part of the obligation laid upon the lower orders of Equitaine is some form of service to a local lord. Usually this is paid in labour, but in time of war, they may be brought to battle to support the lord’s knights, fight on foot, and fulfil the menial duties of which all armies are in need.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 6 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 2 | 3 | 1 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Leva de Plebeyos | 1 | 2 | 3 | 0 | 3 |
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Arqueros Plebeyos
The tradition of archery has long been mandated in northern Equitaine, while in the south both longbow and crossbow are held in great esteem. Skilled bowmen command higher wages and privileges than their levied brethren, and are often exempt from the general toil of the camps, acting as perimeter guards and ranged support for the army.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 6 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 2 | 3 | 0 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Arquero Plebeyo | 1 | 2 | 3 | 0 | 3 |
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Hombres de Armas
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 8 |
|
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 4 | 3 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Hombre de Armas | 1 | 4 | 4 | 1 | 3 |
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Relicario Sagrado
Monks, nuns, and all manner of zealous lowborn seek battle against the enemies of the Queen of Cups. Following holy leaders or popular causes, many bring the sacred relics of the faith with them into battle, including Sainted remains. Inspired by this proximity to the divine, they in turn incite the faithful to greater acts of piety and valour.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 0" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
5 | 4 | 4 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Relicario Sagrado | 4 | 4 | 4 | 1 | 3 |
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Knights of the Court
Dukes claim the allegiance of dozens, often hundreds of knights. Their courts are a bustle of politics and intrigue, with frequent contests of arms. The greatest knights, their mettle tested in battles and tourneys, may be chosen as close retainers, to remain permanently at court. Equipped with the finest arms, both mundane and magical, they can achieve supernatural feats of heroism on the field. % The greatest of the knights of Equitaine become famed among their peers for their skill and elan, often established at tourneys where they hone the art of the unstoppable charge. The strongest of these acclaimed knights are invited to join colourful fellowships in mixed livery, leading Equitan armies or pledged to protect a specific lord.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 4 | 3 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Court Knight | 1 | 5 | 4 | 1 | 4 | |
Destrier | 1 | 3 | 4 | 0 | 3 |
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Caballeros Penitentes
Knights who have dishonored themselves are given leave to seek atonement through the three tenets of the faith, joining crusades or noble lords to wipe clean the stain on their souls. Their determination and ferocity is the surest path back, and their most feared aspect. They use the largest steeds and heaviest weapons, representing the weight of their sins.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
7" | 7" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
2 | 4 | 4 | \newrule{4} | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Caballero Penitente | 1 | 4 | 4 | 1 | 3 | |
Draughthorse | 1 | 3 | 5 | 0 | 3 |
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Caballeros de la Búsqueda
These knights have set aside their status and ambition in the realms of men to take up the mantle of the Quest. Embracing hardship and toil, they must achieve great deeds of valour, often by slaying particular foes. Enduring many forms of encounter during their holy missions, these living martyrs choose to put aside the lance and rely on the versatility of large swords.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 5 | 4 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Cab. de la Búsqueda | 2 | 5 | 4 | 1 | 4 | |
Destrier | 1 | 3 | 4 | 0 | 3 |
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Jinetes Exploradores
Yeomen hold the highest position of soldiery allowed to the lowborn. These outriders are placed in charge of their lord’s riding horses and dogs, acting as patrolmen and vanguards; their own steeds are bred and famed for swiftness. Yeomen are given the best food and pay among the milites, and are sworn to permanent service to their lord’s household.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 7 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 3 | 3 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Jinete Explorador | 1 | 3 | 3 | 0 | 3 | |
Courser | 1 | 3 | 3 | 0 | 3 |
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Enlisted Outlaws
Seeking remission for their crimes or a release from traditional feudal contracts, Equitaine’s rugged outlaws may agree to fight for lords willing to grant them pardon. Harrying enemies with keen shooting and stalking unseen in the wilds, they are an effective if irregular scout force.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
4" | 4" | 7 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
1 | 3 | 3 | 0 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Hombre Encapuchado | 1 | 3 | 3 | 1 | 3 |
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Maquinaria de Asedio
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
0" | 0" | 7 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
5 | 1 | 4 | 0 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Dotación | 4 | 2 | 3 | 0 | 3 |
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Caballeros de Pegaso
Traditionally an honour granted by the king, the use of a pegasus is a sign of great distinction for any knight. After choosing and bonding with the mount, they must train together and with fellow airborne knights for months or years before they reach their full potential in battle.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
2 | 4 | 4 | 4 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Caballero de Pegaso | 1 | 4 | 4 | 1 | 3 | |
Pegasus Charger | 2 | 4 | 4 | 1 | 4 |
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Heraldos del Cielo
The most trusted of a lord’s yeomen are his sky heralds. These retainers are charged with mastery of flying mounts which lack the strength to bear a fully armoured knight to the skies, but are nonetheless fierce and useful. Mount and master are cunning and clever, hunting enemies at the flanks and from above.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
10" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
2 | 4 | 3 | 2 | 6+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Heraldo | 1 | 4 | 4 | 1 | 3 | |
Heraldic Steed | 1 | 4 | 4 | 1 | 3 |
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Feudal Giant
From Giants of the Ninth Age
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
14" | 7" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
7 | 3 | 5 | 1 | 6+ |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Feudal Giant | 5 | 3 | 5 | 2 | 3 |

Náyades
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
6" | 6" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
2 | 4 | 3 | 0 | 5+ |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Náyade | 3 | 3 | 5 |

Linternas del Fraile
The lesser fey are mischievous and dangerous to the unwary. From ghostly apparitions to ethereal, disembodied lights – and many other guises besides – these illusory beings play tricks to guide the foolish to ruin.
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
6" | 6" | 4 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
5 | 2 | 2 | 0 | 5+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Linternas del Fraile | 6 | 2 | 2 | 1 | 2 |


El Cortesano de la Dama
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
7" | 7" | 9 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
5 | 5 | 5 | 3 | 4+ |
|
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Cortesano de la Dama | 5 | 5 | 5 | 2 | 5 |


Caballero Místico
Global | Mar | Ava | Dis | Reglas de Miniaturas | ||
---|---|---|---|---|---|---|
8" | 8" | 8 |
Defensivo | PV | Def | Res | Arm | Égi | |
---|---|---|---|---|---|---|
4 | 6 | 4 | 4 | 4+ |
Ofensivo | Ata | Ofe | Fue | PA | Agi | |
---|---|---|---|---|---|---|
Jinete Místico | 4 | 6 | 5 | 3 | 6 | |
Fey Steed | 3 | 4 | 4 | 1 | 4 |