Saurios Ancestrales

Saurios Ancestrales (3rd Edition, Version Released - 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 Army

Models with Height Standard onlyThe bearer gains Crush Attack.

Sharpshooter's Eye

max 1 per Army

Models without Towering Presence onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, Multiple Wounds (2, against Large) and Quick to Fire.

Flaming Star

max 1 per Army

Attacks made with this weapon gain Lightning Reflexes. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks) until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.

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

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 Army

Magic 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 Army

Cannot 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 Army

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

Mimic Cloak

max 1 per Army (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 Army

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

General′s Kabuto

max 1 per Army

One use only. Must be activated when the bearer′s model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.

Dragon Pearl

max 1 per Army

The bearer gains Weapon Master. At the beginning of each Movement Phase, choose an enemy model in base contact with the bearer′s unit carrying a Special Item other than an enchanted Suit of Armour or a Banner enchantment. The Dragon Pearl becomes a copy of the chosen Item until the end of the turn. If an enchanted Weapon or Shield is copied, the effects of the mundane equipment are also retained by the copy.

Candle of the Void

max 1 per Army

One use only. This item can be used at the beginning of any phase and lasts until the end of the Player Turn. The bearer′s unit gains +4" March Rate, Swiftstride, Ghost Step and Strider. No models can join or leave the unit until the effect ends.

Mempo of Honour

max 1 per Army

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. All enemy model parts suffer -1 Attack Value while fighting in a Duel with the bearer.

Rod of the Horizons

max 1 per Army (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 Army

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

A Dirty Trick

max 1 per Army

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

Pendant of Equality

max 1 per Army

Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.

The Plagiator

max 1 per Army

The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.

Soulcatcher

max 1 per Army

Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.

The Mirror Brigade

max 1 per Army

One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which always have Strength 4 and Armour Penetration 1.

Lluvia Oscura

max 1 per Army

Un 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 Army

Todas 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 Army

La 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 Army

El portador obtiene Inmune a Golpetazos y Miedo.

Ring of the Obsidian Thrones

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mantle of Ullor

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Libro de Meladys

max 1 per Army

Cannot 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 Army

Cannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).

Dados de Lúgar

max 1 per Army

Una 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 Army

Solo 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 Army

Al 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 Army

No 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 Army

Si 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 Army

El 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 Army

Afflict (−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 Army

When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Skull Fetish

max 1 per Army (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 Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Carved Tablet

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Hail Shot

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Blessed Wrappings

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Steeds of Nephet-Ra

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Necromantic Staff

max 1 per Army (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 Army

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

Eternity Gem

max 1 per Army

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

Night's Crown

max 1 per Army

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

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.

Corona de la Arrogancia

max 1 per Army

Al 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 Army

Solo 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 Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Ledger of Souls

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Harp of Bragi

max 1 per Army

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18".

Norn's Bones

max 1 per Army (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 Army

Enemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).

Turul Radiant Headdress

max 1 per Army

Standard Height onlyThe bearer gains Distracting and Terror.

Endless Plain

max 1 per Army

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.

Spirit of the Herd

max 1 per Army

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

Storm Cloak

max 1 per Army

The bearer gains Magic Resistance (2) and Hard Target (1).

Chest of Envoloping Fog

max 1 per Army (Foot only.)

One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain must fit within a circle with a diameter of 6".

Veil of Harag

max 1 per Army

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

Scurrying Veil

max 1 per Army

Standard Height models onlyThe bearer's March Rate is set to 20&quot. Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.

Fiendish Snares

max 1 per Army

Immediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).

Lugar's Dice

max 1 per Army

A single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.

Crown of Hubris

max 1 per Army (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 Army

Whenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all.

Lifeforce Talisman

max 1 per Army

Whenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.

Crucible Of Contagion

max 1 per Army

Putrid Pamphlet

max 1 per Army

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

Orator’s Toga

max 2 per Army (Foot only.)

The bearer gains Stand Behind and cannot issue Duels.

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Buril Inscrito

max 1 per Army

Mientras 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 Army

Todas 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 Army

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

Ojo de la Dominación

max 1 per Army

El portador obtiene Inmune a Golpetazos y Miedo.

Mask of Mindless Violence

max 1 per Army

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

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Ring of the Obsidian Thrones

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mantle of Ullor

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Cannot 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 Army

Cannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

El 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 Army

Afflict (−2 Off).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Hail Shot

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Al 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 Army

Solo 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 Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Crown of the Usurper

max 1 per Army

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

Ledger of Souls

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Blessed Wrappings

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Steeds of Nephet-Ra

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

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

Eternity Gem

max 1 per Army

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

Night's Crown

max 1 per Army

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

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Placa Ancestral

max 1 per Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Carved Tablet

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Cannot 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 Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Skull Fetish

max 1 per Army (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 Army

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

Dados de Lúgar

max 1 per Army

Una 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 Army

Solo 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 Army

Al 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 Army

No 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 Army

Si 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 Army

Magic 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 Army

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

Rod of Battle

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Cursed Medallion

max 1 per Army

During Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Moithir's Mirror

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Si 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 Army

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

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 Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic 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 Army

El portador obtiene Inmune a Golpetazos y Miedo.

Monster Munch

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Hail Shot

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Al 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 Army

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

Cursed Medallion

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Ceinran's Scales

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Winter Cloak

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Libro de Meladys

max 1 per Army

Cannot 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 Army

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

Crown of Madness

max 1 per Army

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

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Lira de Tarina

max 1 per Army

Solo 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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Skull Fetish

max 1 per Army (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 Army

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

Dados de Lúgar

max 1 per Army

Una 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 Army

Magic Resistance (2).

Kherp Sceptre

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Dados de Lúgar

max 1 per Army

Una 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 Army

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

Diadema de Protección

max 1 per Army

Cannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).

Sacred Hourglass

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Locket of Sunna

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Hail Shot

max 1 per Army

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

Icono del Saqueador

max 1 per Army

Todas 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 Army

The bearer’s unit gains Unstable.

Rod of Battle

max 1 per Army

Icono del Saqueador

max 1 per Army

Todas 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 Army

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

Crown of the Pharaohs

max 1 per Army

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

Skull Fetish

max 1 per Army (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 Army

El 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 Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Diadema de Protección

max 1 per Army

Cannot 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 Army

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

Ledger of Souls

max 1 per Army

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

Corona de la Arrogancia

max 1 per Army

Al 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 Army

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

Veilgate Orb

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Death Mask of Teput

max 1 per Army

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

Kherp Sceptre

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Rod of Battle

max 1 per Army

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

Ullor’s Horn

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essence of a Free Mind

max 1 per Army (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 Army

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

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Diadema de Protección

max 1 per Army

Cannot 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 Army

Si 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 Army

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

Rampager’s Chain

max 1 per Army

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

Crown of the Pharaohs

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Tarina’s Lyre

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essence of a Free Mind

max 1 per Army (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 Army

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

Buril Inscrito

max 1 per Army

Mientras 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 Army

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

Placa Ancestral

max 1 per Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Máscara de las Eras

max 1 per Army

Solo 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 Army

Cannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).

Rod of Battle

max 1 per Army

Blessed Wrappings

max 1 per Army

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

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 Army

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

Buril Inscrito

max 1 per Army

Mientras 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 Army

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

Ring of the Obsidian Thrones

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Necromantic Staff

max 1 per Army (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 Army

El 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 Army

Al 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 Army

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

Veilgate Orb

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Blessed Wrappings

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Darkstone Detonator

max 1 per Army

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

Dark Familiar

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Lord of the Damned

max 1 per Army

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

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Ullor’s Horn

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Libro de Meladys

max 1 per Army

Cannot 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 Army

Carved Wisdom (see Howdah Devices)

Horn of the Wild Hunt

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Una 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 Army

Strider and Touch of Frost.

Ídolo Dorado de Shamut

max 1 per Army

Si 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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Exemplar's Flame

max 1 per Army

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

Night's Crown

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Buril Inscrito

max 1 per Army

Mientras 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 Army

El portador obtiene Inmune a Golpetazos y Miedo.

Talisman of Shielding

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Night's Crown

max 1 per Army

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

Anillo de Desecación

max 1 per Army

Al 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 Army

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

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Rod of Battle

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Placa Ancestral

max 1 per Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Al 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 Army

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

Book of the Dead

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Cáliz Sagrado

max 1 per Army

El 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 Army

No 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 Army

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

Anillo de Desecación

max 1 per Army

Al 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 Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Aliento del Toro de Latón

max 1 per Army

No 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 Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Lira de Tarina

max 1 per Army

Solo 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 Army

Al 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 Army

Si 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 Army

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

Hail Shot

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Pan of Protection Pinchin'

max 1 per Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Starfall Lodestone

max 1 per Army

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

Aliento del Toro de Latón

max 1 per Army

No 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 Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Solo 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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Magic Resistance (2).

Máscara de las Eras

max 1 per Army

Solo 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 Army

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

Book of the Dead

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Talisman of the Void

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Diadema de Protección

max 1 per Army

Cannot be taken by models with Height 5.El portador obtiene Égida (+2, máx. 4+).

Yeti Furs

max 1 per Army

Strider 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 Army

Solo 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 Army

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

Sandstorm Cloak

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essence of a Free Mind

max 1 per Army (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 Army

Solo 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 Army

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

Rod of Battle

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

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 Army

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

Mask of Mindless Violence

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Icono del Saqueador

max 1 per Army

Todas 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 Army

Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Darkstone Detonator

max 1 per Army

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

Placa Ancestral

max 1 per Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Obsidian Rock

max 1 per Army

Magic 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 Army

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

Sandstorm Cloak

max 1 per Army

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

Libro de Meladys

max 1 per Army

Cannot 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 Army

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

Corona de la Arrogancia

max 1 per Army

Al 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 Army

Magic Resistance (2).

Dark Familiar

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Rampager’s Chain

max 1 per Army

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

Death Mask of Teput

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Sacred Hourglass

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Mask of Mindless Violence

max 1 per Army

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

Libro de Meladys

max 1 per Army

Cannot 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 Army

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

Cáliz Sagrado

max 1 per Army

El 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 Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Eternity Gem

max 1 per Army

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

Lira de Tarina

max 1 per Army

Solo 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 Army

Magic Resistance (2).

Ring of the Obsidian Thrones

max 1 per Army

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

Night's Crown

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Libro de Meladys

max 1 per Army

Cannot 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 Army

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

Rod of Battle

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Monster Munch

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Lord of the Damned

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Rod of Battle

max 1 per Army

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

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 Army

Crown of Madness

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Necromantic Staff

max 1 per Army (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 Army

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

Mimic Cloak

max 1 per Army (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 Army

Magic Resistance (2).

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Kherp Sceptre

max 1 per Army

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

Icono del Saqueador

max 1 per Army

Todas 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 Army

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

Aliento del Toro de Latón

max 1 per Army

No 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 Army

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

Hypnotic Pendant

max 1 per Army

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

Hail Shot

max 1 per Army

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

Night's Crown

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Carved Wisdom (see Howdah Devices)

Crown of Madness

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.

Ceinran's Scales

max 1 per Army

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

Ullor’s Horn

max 1 per Army

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

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 Army

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

Mantle of Ullor

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Crown of the Pharaohs

max 1 per Army

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

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Book of the Dead

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Rod of Battle

max 1 per Army

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

Dados de Lúgar

max 1 per Army

Una 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 Army

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

Ojo de la Dominación

max 1 per Army

El portador obtiene Inmune a Golpetazos y Miedo.

Cursed Medallion

max 1 per Army

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

Máscara de las Eras

max 1 per Army

Solo 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 Army

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

Eternity Gem

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Ring of the Obsidian Thrones

max 1 per Army

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

Ring of the Obsidian Thrones

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Rampager’s Chain

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Glyph of Amryl

max 1 per Army

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

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 Army

Cannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Cáliz Sagrado

max 1 per Army

El 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 Army

El portador obtiene Inmune a Golpetazos y Miedo.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Immortal Gauntlets

max 1 per Army

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

Monster Munch

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Corona de la Arrogancia

max 1 per Army

Al 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 Army

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

Book of the Dead

max 1 per Army

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

Darkstone Detonator

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Skull Fetish

max 1 per Army (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 Army

The bearer gains Stubborn.

Lord of the Damned

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Hail Shot

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Essence of a Free Mind

max 1 per Army (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 Army

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

Dark Familiar

max 1 per Army

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

Hypnotic Pendant

max 1 per Army

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

Rod of Battle

max 1 per Army

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

Scepter of the Usurper

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Darkstone Detonator

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Cáliz Sagrado

max 1 per Army

El 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 Army

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

Eternity Gem

max 1 per Army

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

Obsidian Rock

max 1 per Army

Magic Resistance (2).

Essence of a Free Mind

max 1 per Army (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 Army

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

Veilgate Orb

max 1 per Army

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

Howdah Devices

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Monolito del Vitalismo

max 1 per Army

Único en su EspecieLa miniatura pasa a ser el Portaestandarte de Batalla.

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Escudo de Calamita

max 1 per Army

0-1 Miniatura/EjércitoLas unidades amigas en un radio de 8" de la miniatura obtienen Égida (5+, contra Ataques de Disparo).

Sabiduría Tallada

max 3 per Army

0-3 Minis./EjércitoDurante la Selección de Hechizos, la miniatura debe elegir uno de los hechizos a continuación: Juicio del Destino (Adivinación) Señor de la Tierra (Druidismo) Enjambre de Insectos (Chamanismo) Cobre Fundido (Alquimia) Toque de la Muerte (Evocación) La miniatura puede lanzar el hechizo elegido como Hechizo Vinculado con Nivel de Energía (4/8). Cada hechizo solo puede ser elegido por una única miniatura con Sabiduría Tallada.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Fortaleza Venenosa

max 1 per Army

0-1 Miniatura/Ejército. Solo Manada de TiroscutusLa peana de la miniatura cambia a 60×100 mm, obtiene 6 Jinetes Eslizón adicionales. Cuando sea aplicable, Exclusivo (Guerreros Tegu, Guardia Tegu) es reemplazado por Exclusivo (Guerreros Eslizón, Cazadores Eslizón). Además, las partes de miniatura sin Contenidos en la unidad del portador obtienen Odio y Ataques Envenenados.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Cristal Atrapasoles

max 3 per Army

0-3 Minis./EjércitoAl inicio de una Ronda de Combate en la que la miniatura esté participando, elige uno de los siguientes efectos, que se aplicará hasta el final de la Ronda de Combate: Todas las miniaturas amigas de Infantería obtienen Fortaleza (+1, máx. 3+) por cada miniatura con Cristal Atrapasoles Trabada en el mismo Combate. La miniatura obtiene Ataques Pulverizadores (2D3) que siempre se resuelven con Fuerza 4 y Penetración de Armadura 1.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Gran Arco Magnético (3+)

max 3 per Army

0-3 Minis./EjércitoArma de Disparo. Alcance 18", Disparos 2, Fue 3 [5], PA 1 [3], Ataque de Área (1×5), [[b]Heridas Múltiples (1D3)[/b]], Calamita, Marchar y Disparar, ¡Recargad!.

Armour Enchantments

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

Destiny's Call

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Basalt Infusion

max 1 per Army (Enchantment: Suit of Armour)

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

Warding of Unity

max 1 per Army (Enchantment: Suit of Armour)

Attached and Resistance (Melee Attacks).

Nobunaga′s Honour

max 1 per Army (Enchantment: Heavy Armour)

The wearer gains +1 Armour. In addition, the wearer can always make an Armour Save against enemy attacks; the Armour Save succeeds at least on a roll of 5+ (independent of the Armour Penetration of the Attack).

The River′s Blessing

max 1 per Army (Enchantment: Sode)

The bearer gains +2 Defensive Skill.

Symbol of Imperial Rule

max 1 per Army (Enchantment: Heavy Armour)

The wearer gains +1 Armour. Melee Attacks against the bearer suffer a -1 to-wound modifier.

Golden Gleam

max 1 per Army

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

The Bastion

max 1 per Army

Models without Towering Presence onlyOne use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains Aegis (3+) until the end of the Round.

Dragon's Scales

max 1 per Army

Models without Towering Presence onlyThe bearer gains Distracting.

Magical Hardening

max 1 per Army

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

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 Army

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

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

Death Cheater

max 1 per Army

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

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mammoth-Hide Cloak

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

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

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 Army

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

Wrestler's Belt

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

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

Mammoth-Hide Cloak

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

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

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 Army

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

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 Army

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.

Basalt Infusion

max 1 per Army

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

Ghostly Guard

max 1 per Army

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

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 Army

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

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

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 Army

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

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

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 Army

Attached and Resistance (Melee Attacks).

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

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 Army

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

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 Army

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

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Imperial Seal

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

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

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 Army

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Imperial Seal

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

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Potions and Scrolls

Binding Scroll

max 2 per Army

May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Potion of Swiftness

max 1 per Army

+3 Agi.

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

May be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Piedra de Te Aupouri

max 1 per Army

Un 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 Army

Un 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 Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Power

max 1 per Army (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 Army

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Troll Tonic

max 1 per Army

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

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Song of Cenyrn

max 1 per Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Cannot 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Song of Cenyrn

max 1 per Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Piedra de Te Aupouri

max 1 per Army

Un 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 Army

Un 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 Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Scroll of Power

max 1 per Army (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 Army

Un 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 Army

The bearer’s model gets Hard Target (2).

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Scroll of Power

max 1 per Army (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 Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Piedra de Te Aupouri

max 1 per Army

Un 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 Army

Un 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Cristal de Estampida

max 1 per Army

Un 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 Army

La 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Binding Scroll

max 1 per Army

May be activated at the end of the Siphon the Veil step in any enemy Magic Phase. When activated: choose a Caster and select one of its spells (Bound ans Learned Spells). The chosen Caster cannot cast the selected instance of the spell in this Magic Phase.

Scroll of Power

max 1 per Army (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 Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll Of Draining

max 1 per Army

Scroll of Power

max 1 per Army (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 Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (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 Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir Of Death

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Shower of Rocks)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Cristal de Estampida

max 1 per Army

Un 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 Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Power

max 1 per Army (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 Army

Un 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 Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Tabardo del Caballero Negro

max 1 per Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Power

max 1 per Army (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 Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Power Preservation

max 1 per Army

Use when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.

Spell Scroll (Wall Of Lead)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

Un 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Cannot 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 Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Tabardo del Caballero Negro

max 1 per Army

La 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 Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Swiftness

max 1 per Army

+3 Agi.

Healing Potion

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (awaken The Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

Un 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 Army

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Spell Scroll (Awaken the Beast)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (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 Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Scroll of Draining

max 1 per Army

May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Spectral Blades)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Song of Cenyrn

max 1 per Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (Nature's Venom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Conquest

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Spell Scroll (inescapable Doom)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (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 Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Song of Cenyrn

max 1 per Army

Models of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Potion of Rat Form

max 1 per Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Wyrd Stone

max 1 per Army

The bearer’s model gets Hard Target (2).

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Scroll of Draining

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Power

max 1 per Army (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 Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Gnasher Bait

max 1 per Army

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

Scroll Of Draining

max 1 per Army

Beastmaster’s Vial

max 1 per Army

May be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.

Piedra de Te Aupouri

max 1 per Army

Un 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 Army

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Cristal de Estampida

max 1 per Army

Un 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 Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.

Scroll of Power

max 1 per Army (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 Army

Models with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Rain Augur Brew

max 1 per Army

Duration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.

Scroll Of Draining

max 1 per Army

Spell Scroll (Rain of Fire)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Scroll of Power

max 1 per Army (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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Spell Scroll (illusory Paths)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Scroll of Desiccation

max 1 per Army

During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Favanite Powder

max 1 per Army

When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Anillo del Trono de Perla

max 1 per Army

No 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 Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Semilla del Bosque Oscuro

max 1 per Army

Un 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 Army

Moon Shrooms

max 1 per Army

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Potion of Healing

max 1 per Army

Cannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.

Tabardo del Caballero Negro

max 1 per Army

La miniatura del portador obtiene Inmune (Heridas Múltiples (X))

Spell Scroll (Flaming Swords)

max 1 per Army

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Elixir of Negation

max 1 per Army

Cannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).

Scroll of Power

max 1 per Army (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.

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.

Leadership Skills

Battleline Hero

max 1 per Army

General onlyThe range of the model’s Commanding Presence is increased to 18″.

Trusted Adviser

max 1 per Army

When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.

Arcane Volcanist

max 1 per Army

Wizard onlyWhenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.

Curse Of Lycanthropy

max 1 per Army

Wizard Height 0–3 onlyOne use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.

Innovative Leader

max 1 per Army

General onlyAn army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.

Encantamiento de Estandarte

Piedra Koru

max 1 per Army

La unidad del portador obtiene Reagruparse en Torno a la Bandera cuyo alcance se establece en 12".

Obelisco de Colaboración

max 3 per Army

La unidad del portador obtiene Cazador en Manada.

Sheltering Standard

max 2 per Army

Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.

Aether Icon

max 2 per Army

The bearer’s unit gains Magic Resistance (1).

Flaming Standard

max 2 per Army

One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.

Stalker’s Standard

max 2 per Army

The bearer’s unit gains Strider.

Rending Banner

max 1 per Army

One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.

Hechizo Hereditario

Lanzamiento Tipo Duración Efecto
Astral Union Hereditary Spell The target gains Regeneration (6+) and Regeneration (+1, max. 3+).
Mf 8+ Augment Replicable
Alcance 18"
One Turn
Hereditary Spell The target gains Regeneration (6+) and Regeneration (+1, max. 3+).

Army Organisation

Characters

Characters

(35% Max)

Core

Core

(25% Min)

Special

Special

(No Limit)

Small Arms Fire

Small Arms Fire

(No Limit)

Magna Sauria

Magna Sauria

(35% Max)

Characters
Characters

Archimago Anurarca

460pts
miniatura individual Rarity: Extraordinary
Max 800 pts
Height:1
Peana:50x50

Able to acquire and process information at astonishing rates, anurachs can achieve unsurpassed skill in wizardry, making them both valuable and dangerous. To make use of their great power and unique areas of expertise, anurarchs are allowed to participate in battle, but they’re strictly guarded at all times. Some are talented telepaths, a form of magic undiscovered by most species. }

Global Mar Ava Dis Reglas de Miniaturas
6" 6" 5
Defensivo PV Def Res Arm
4 1 4 0
Ofensivo Ata Ofe Fue PA Agi
Anurarca 1 1 1 0 1

Enchantment options

70 pts
40 pts
35 pts
30 pts
30 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis

Options

hasta 200 pts
100 pts
85 pts
70 pts
40 pts
50 pts
30 pts
25 pts
20 pts

(solo a pie)

gratis

Artefacts

(0-1 objetos por Unidad, 0-1 objetos por Unidad)

70 pts
50 pts
50 pts
50 pts
50 pts

(0-1 objetos por Unidad, 0-1 objetos por Unidad)

45 pts
45 pts
40 pts
25 pts
10 pts

Potions and Scrolls

50 pts
50 pts
45 pts
40 pts
20 pts
20 pts
10 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
Set When Disable mount when Light Troops and Closely Guarded is selected, Disable mount when Light Troops and Closely Guarded is selected, Disable mount when Light Troops and Closely Guarded is selected, Disable mount when Light Troops and Closely Guarded is selected, Disable mount when Light Troops and Closely Guarded is selected to 0
40 pts

Command group options

gratis
One Leader Skills Max 1 entry

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Caiman Mentor

90pts
miniatura individual Rarity: Common
Max 600 pts
Height:3
Peana:50x50
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 8
Defensivo PV Def Res Arm
4 5 5 4
Ofensivo Ata Ofe Fue PA Agi
Maestro Caimán 5 5 5 2 2

Enchantment options

100 pts
95 pts
70 pts
30 pts
70 pts
40 pts
40 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis

Options

gratis
60 pts
gratis
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
gratis
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts

(0-2 Unidades por Ejército)

210 pts
60 pts
hasta 100 pts
gratis
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
gratis
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts

Artefacts

(0-1 objetos por Unidad, 0-1 objetos por Unidad)

70 pts
50 pts
50 pts
50 pts
50 pts
45 pts
40 pts
25 pts

Potions and Scrolls

50 pts
50 pts
45 pts
40 pts
20 pts
10 pts

Command group options

gratis
One Leader Skills Max 1 entry

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Veterano Tegu

160pts
miniatura individual Rarity: Common
Max 600 pts
Max 4 Miniaturas/Ejército
Increment When on Alpha Carnosaur to 200
Height:1
Peana:25x25

Saurians have no standing military or trained warriors, but certain individuals sometimes demonstrate an outstanding knack for war. These outliers selflessly shoulder the burden of military organisation, strategy and frontline assignments, though they have no formal authority. Volunteering for any warparty, their experience makes them tremendously dangerous in the fray.

Global Mar Ava Dis Reglas de Miniaturas
4" 4" 8
Defensivo PV Def Res Arm
3 5 5 3
Ofensivo Ata Ofe Fue PA Agi
Veterano Tegu 5 5 5 2 3

Enchantment options

100 pts
95 pts
70 pts
30 pts
70 pts
40 pts
40 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis

Artefacts

(0-1 objetos por Unidad, 0-1 objetos por Unidad)

70 pts
50 pts
50 pts
50 pts
50 pts
45 pts
40 pts
25 pts

Options

60 pts
5 pts
75 pts
40 pts
hasta 200 pts
5 pts
70 pts
45 pts
40 pts
35 pts
30 pts
30 pts
25 pts
10 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
10 pts
70 pts
45 pts
40 pts
35 pts
30 pts
30 pts
25 pts
10 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
25 pts
15 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts

Potions and Scrolls

50 pts
50 pts
45 pts
40 pts
20 pts
10 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
85 pts
480 pts
15 pts

(solo a pie)

gratis

Command group options

gratis
One Leader Skills Max 1 entry

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Veterano Eslizón

60pts
miniatura individual Rarity: Common
Max 600 pts
Max 4 Miniaturas/Ejército
Height:1
Peana:20x20
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 7
Defensivo PV Def Res Arm
2 4 3 1
Ofensivo Ata Ofe Fue PA Agi
Veterano Eslizón 3 4 4 1 5

Enchantment options

100 pts
95 pts
70 pts
30 pts
70 pts
40 pts
40 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
25 pts

Armour Enchantments

70 pts
40 pts
40 pts

Magic options

gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis
gratis

Artefacts

(0-1 objetos por Unidad, 0-1 objetos por Unidad)

70 pts
50 pts
50 pts
50 pts
50 pts
45 pts
40 pts
25 pts

Options

60 pts
hasta 100 pts
5 pts
75 pts
40 pts
gratis
5 pts
5 pts
40 pts
5 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
5 pts
70 pts
45 pts
40 pts
35 pts
30 pts
30 pts
25 pts
5 pts
70 pts
40 pts
35 pts
30 pts
30 pts
25 pts
25 pts

(solo a pie, 0-2 Unidades por Ejército)

5 pts

(solo a pie, 0-1 Unidades por Ejército)

30 pts

Potions and Scrolls

50 pts
50 pts
45 pts
40 pts
20 pts
10 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
Set When Disable mount when Chameleon and Hard Target (1) is selected, Disable mount when Master Strategist is selected, Disable mount when Chameleon and Hard Target (1) is selected, Disable mount when Master Strategist is selected, Disable mount when Chameleon and Hard Target (1) is selected, Disable mount when Chameleon and Hard Target (1) is selected, Disable mount when Master Strategist is selected, Disable mount when Chameleon and Hard Target (1) is selected, Disable mount when Master Strategist is selected, Disable mount when Master Strategist is selected, Disable mount when Master Strategist is selected, Disable mount when Master Strategist is selected to 0

(solo a pie)

gratis
190 pts
380 pts

(0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército)

10 pts
45 pts
60 pts
45 pts
60 pts
35 pts
35 pts
30 pts
30 pts
30 pts
25 pts
20 pts
10 pts
80 pts

Command group options

gratis
One Leader Skills Max 1 entry

The Broken Isles - Specialist Skills

25 pts
25 pts
40 pts
Characters

Montura Pteradón de Montaña

miniatura individual Rarity: Rare
Max 600 pts
Max 2 Miniaturas/Ejército
Height:3
Peana:40x40
Global Mar Ava Dis Reglas de Miniaturas
8" 8" C
Defensivo PV Def Res Arm
3 C 3 C+1
Ofensivo Ata Ofe Fue PA Agi
Pteradón de Montaña 3 3 4 1 4
Characters Magna Sauria

Montura Tirano Celestial Pouakai

miniatura individual Rarity: Extraordinary
Max 1 Miniaturas/Ejército
Max 600 pts
Height:4
Peana:50x75
Global Mar Ava Dis Reglas de Miniaturas
8" 8" C
Defensivo PV Def Res Arm
5 C 5 4
Ofensivo Ata Ofe Fue PA Agi
Tirano Celestial Pouakai 4 4 5 2 4
Characters Magna Sauria

Montura Taurosaurio

miniatura individual Rarity: Extraordinary
Max 1 Miniaturas/Ejército
Max 600 pts
Height:5
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
5" 6" C
Defensivo PV Def Res Arm
7 3 6 4
Ofensivo Ata Ofe Fue PA Agi
Skink Rider (4)(4) 1 2 3 0 3
Taurosaurio 4 3 6 3 2

Command group options

(0-1 por Ejército)

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

50 pts

(0-1 por Ejército)

45 pts

(0-3 por Ejército)

45 pts

(0-3 por Ejército)

35 pts

(0-3 por Ejército)

20 pts
Characters Magna Sauria

Montura Carnosaurio Alfa

miniatura individual Rarity: Extraordinary
Max 1 Miniaturas/Ejército
Max 600 pts
Height:5
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
7" 8" C
Defensivo PV Def Res Arm
7 3 6 4
Ofensivo Ata Ofe Fue PA Agi
Carnosaurio Alfa 5 4 7 4 3

Options

15 pts
Core
Core

Guerreros Tegu

220pts + 15 pts/miniatura adicional
15-30 miniaturas Rarity: Regular
Height:1
Peana:25x25
Global Mar Ava Dis Reglas de Miniaturas
4" 4" 7
Defensivo PV Def Res Arm
1 3 4 2
Ofensivo Ata Ofe Fue PA Agi
Guerrero Tegu 2 3 4 1 2
Guerrero Tegu:

Command group options

10 pts
10 pts
sin límite

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

40 pts
gratis
2 pts/mini.

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Core

Guerreros Eslizón

180pts + 6 pts/miniatura adicional
20-40 miniaturas Rarity: Regular
Height:1
Peana:20x20
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 5
Defensivo PV Def Res Arm
1 2 2 0
Ofensivo Ata Ofe Fue PA Agi
Guerrero Eslizón 1 2 3 0 3
Guerrero Eslizón:

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

40 pts
gratis
gratis
1 pts/mini.

(0-20 Miniaturas por Ejército)

2 pts/mini.

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Core Small Arms Fire

Cazadores Eslizón

170pts + 7 pts/miniatura adicional
12-20 miniaturas Rarity: Rare
Max 2 Miniaturas/Ejército
Height:1
Peana:20x20
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 5
Defensivo PV Def Res Arm
1 2 2 0
Ofensivo Ata Ofe Fue PA Agi
Cazador Eslizón 1 2 3 0 3
Cazador Eslizón:

Command group options

10 pts

Options

40 pts
gratis
gratis
1 pts/mini.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Core

Guerreros Caimán

200pts + 60 pts/miniatura adicional
4-8 miniaturas Rarity: Rare
Max 9 Models by Army
Height:3
Peana:40x40
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 7
Defensivo PV Def Res Arm
3 3 4 3
Ofensivo Ata Ofe Fue PA Agi
Guerrero Caimán 3 3 4 1 1
Guerrero Caimán:

Command group options

10 pts
10 pts
sin límite

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

40 pts
gratis
4 pts/mini.
gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special
Special

Guardia Tegu

300pts + 21 pts/miniatura adicional
15-25 miniaturas Rarity: Common
Height:1
Peana:25x25
Global Mar Ava Dis Reglas de Miniaturas
4" 4" 8
Defensivo PV Def Res Arm
1 4 4 3
Ofensivo Ata Ofe Fue PA Agi
Guardia Tegu 2 4 4 1 2

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Místicos Tegu

250pts + 20 pts/miniatura adicional
10-20 miniaturas Rarity: Common
Max 2 Miniaturas/Ejército
Height:1
Peana:25x25
Global Mar Ava Dis Reglas de Miniaturas
4" 4" 8
Defensivo PV Def Res Arm
1 4 4 2
Ofensivo Ata Ofe Fue PA Agi
Místico Tegu 2 4 4 1 2

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

100 pts
gratis
gratis
gratis
gratis
gratis
gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Manada de Raptores

160pts + 12 pts/miniatura adicional
6-15 miniaturas Rarity: Common
Max 2 Miniaturas/Ejército
Height:1
Peana:25x50

Units of 8 or more models without Emboscada (Board Edge) and Corrosive Spitter count towards Core instead of Special.

Global Mar Ava Dis Reglas de Miniaturas
7" 7" 6
Defensivo PV Def Res Arm
1 3 4 2
Ofensivo Ata Ofe Fue PA Agi
Ráptor 2 3 4 2 4
Ráptor:

Options

gratis
gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Jinetes de Ráptor

330pts + 40 pts/miniatura adicional
8-15 miniaturas Rarity: Rare
Max 2 Miniaturas/Ejército
Height:2
Peana:25x50
Global Mar Ava Dis Reglas de Miniaturas
7" 7" 8
Defensivo PV Def Res Arm
1 4 4 5
Ofensivo Ata Ofe Fue PA Agi
Jinete Tegu 2 4 4 1 2
Ráptor 2 3 4 2 4

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Ancianos Caimán

260pts + 75 pts/miniatura adicional
3-6 miniaturas Rarity: Rare
Max 2 Miniaturas/Ejército
Height:3
Peana:50x50
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 8
Defensivo PV Def Res Arm
4 4 4 3
Ofensivo Ata Ofe Fue PA Agi
Caimán Anciano 3 4 5 2 1

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

100 pts
gratis
gratis
gratis
gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Manada de Tiroscutus

180pts + 140 pts/miniatura adicional
1-3 miniaturas Rarity: Uncommon
Max 4 Models by Army
Height:4
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
5" 5" 6
Defensivo PV Def Res Arm
4 4 5 5
Ofensivo Ata Ofe Fue PA Agi
Skink Rider (4)(4) 1 2 3 0 3
Tiroscutus 3 2 4 1 0

Options

(0-1 Miniaturas por Unidad)

25 pts
50 pts/mini.

(0-1 por Ejército)

45 pts/mini.

(0-3 por Ejército)

45 pts/mini.

(0-3 por Ejército)

35 pts/mini.

(0-3 por Ejército)

20 pts/mini.
40 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Special

Jinetes de Ranfodón

220pts + 55 pts/miniatura adicional
3-6 miniaturas Rarity: Rare*
Max 2 Miniaturas/Ejército
Height:3
Peana:40x40
Global Mar Ava Dis Reglas de Miniaturas
8" 8" 6
Defensivo PV Def Res Arm
2 2 3 2
Ofensivo Ata Ofe Fue PA Agi
Jinete Eslizón 1 2 3 0 3
Ranfodón 3 3 4 1 4

Command group options

10 pts

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Small Arms Fire
Small Arms Fire

Guerrilla Eslizón

160pts + 12 pts/miniatura adicional
8-15 miniaturas Rarity: Common
Max 4 Miniaturas/Ejército
Height:1
Peana:20x20
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 6
Defensivo PV Def Res Arm
1 2 2 0
Ofensivo Ata Ofe Fue PA Agi
Guerrillero Eslizón 1 2 3 0 3
Guerrillero Eslizón:

Command group options

10 pts

Options

gratis
2 pts/mini.
gratis

(0-2 Unidades por Ejército)

1 pts/mini.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Small Arms Fire

Bestias Armadas

210pts + 100 pts/miniatura adicional
2-4 miniaturas Rarity: Common
Max 3 Miniaturas/Ejército
Height:3
Peana:40x40
Global Mar Ava Dis Reglas de Miniaturas
6" 6" 6
Defensivo PV Def Res Arm
3 3 4 3
Ofensivo Ata Ofe Fue PA Agi
Bestia Armada 3 3 5 2 3
Bestia Armada:

Options

(0-2 Miniaturas por Ejército, 0-2 Miniaturas por Unidad)

gratis

(0-4 Miniaturas por Ejército)

15 pts/mini.

Recruiting Officer

Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Small Arms Fire

Jinetes de Pteradón

200pts + 40 pts/miniatura adicional
3-6 miniaturas Rarity: Rare*
Max 2 Miniaturas/Ejército
Height:3
Peana:40x40
Global Mar Ava Dis Reglas de Miniaturas
8" 8" 6
Defensivo PV Def Res Arm
2 2 3 2
Ofensivo Ata Ofe Fue PA Agi
Jinete Eslizón 1 2 3 0 3
Pteradón 2 2 4 1 4

Command group options

10 pts

Options

100 pts
gratis
gratis
gratis
gratis
gratis
gratis

(0-1 Unidades por Ejército)

gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Magna Sauria
Magna Sauria

Manada de Estigiosaurios

300pts + 135 pts/miniatura adicional
2-4 miniaturas Rarity: Rare
Max 2 Miniaturas/Ejército
Height:4
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
7" 7" 6
Defensivo PV Def Res Arm
4 4 5 3
Ofensivo Ata Ofe Fue PA Agi
Jinete Eslizón 1 2 3 0 3
Estigiosaurio 4 4 5 2 3

Command group options

10 pts
10 pts
sin límite

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

Options

100 pts
gratis
gratis
gratis
gratis

Recruiting Officer

Fresh Meat Max 0 entry
Set Hidden When Enable when '{id: 256803,label:}' is selected, Enable when '{id: 256409,label:}' is selected, Enable when '{id: 256806,label:}' is selected, Enable when '{id: 257346,label:}' is selected, Enable when '{id: 257345,label:}' is selected, Enable when '{id: 256408,label:}' is selected, Enable when '{id: 256407,label:}' is selected, Enable when '{id: 256805,label:}' is selected, Enable when '{id: 256804,label:}' is selected, Enable when '{id: 257343,label:}' is selected, Enable when '{id: 256406,label:}' is selected, Enable when '{id: 257344,label:}' is selected to false
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
35 pts
Fresh Meat Max 0 entry
Set When Enable when '{id: 257742,label:}' is selected, Enable when '{id: 257740,label:}' is selected, Enable when '{id: 257741,label:}' is selected, Enable when '{id: 257743,label:}' is selected to 1
Magna Sauria

Carnosaurio

340pts
miniatura individual Rarity: Rare
Max 2 Miniaturas/Ejército
Height:5
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
7" 7" 8
Defensivo PV Def Res Arm
6 2 5 4
Ofensivo Ata Ofe Fue PA Agi
Jinete Tegu 2 4 4 1 2
Carnosaurio 5 3 6 3 3

Options

30 pts
gratis
5 pts
Magna Sauria

Taurosaurio

440pts
miniatura individual Rarity: Rare
Max 2 Miniaturas/Ejército
Height:5
Peana:50x100
Global Mar Ava Dis Reglas de Miniaturas
5" 6" 6
Defensivo PV Def Res Arm
7 3 6 4
Ofensivo Ata Ofe Fue PA Agi
Skink Rider (5) 1 2 3 0 3
Taurosaurio 4 3 6 3 2

Options

50 pts

(0-1 por Ejército)

gratis

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

(0-1 por Ejército)

45 pts

(0-3 por Ejército)

45 pts

(0-3 por Ejército)

35 pts

(0-3 por Ejército)

20 pts
Magna Sauria

Titanópodo

520pts
miniatura individual Rarity: Extraordinary
Max 1 Miniaturas/Ejército
Height:5
Peana:100x200
Global Mar Ava Dis Reglas de Miniaturas
7" 4" 6
Defensivo PV Def Res Arm
10 3 6 3
Ofensivo Ata Ofe Fue PA Agi
Rock Releaser (6)(6) 1 3 4 0 3
Titanópodo 2 3 6 3 0

Options

50 pts

(0-1 por Ejército)

gratis

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

50 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

40 pts

(0-1 por Ejército, 0-1 por Ejército, 0-1 por Ejército)

35 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

30 pts

(0-1 por Ejército, 0-3 por Ejército, 0-3 por Ejército, 0-3 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

25 pts

(0-2 por Ejército, 0-2 por Ejército, 0-2 por Ejército)

10 pts

(0-1 por Ejército)

45 pts

(0-3 por Ejército)

45 pts

(0-3 por Ejército)

35 pts

(0-3 por Ejército)

20 pts
Magna Sauria

Saurian Giant

275pts
miniatura individual Rarity: Common
Max 3 Miniaturas/Ejército
Height:Gigantic
Peana:50x75
Global Mar Ava Dis Reglas de Miniaturas
14" 7" 8
Defensivo PV Def Res Arm
7 3 5 1
Ofensivo Ata Ofe Fue PA Agi
Saurian Giant 5 3 5 2 3
Saurian Giant:

Options

25 pts
gratis
10 pts

(0-1 Unidades por Ejército)

15 pts