Correspondence of translations with another language
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              Hechicero Adepto
              
               
                  - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
                 
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          Wizard Adept
          
           
              - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
             
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              Aegis
              
               
                  Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
                 
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          Aegis
          
           
              Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.
             
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              Alabarda
              
               
                  Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 
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          Halberd
          
           
              Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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              Apoyo Extra
              
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          Extra Support
          
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              Arma de Mano
              
               
                  All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                 
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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              Armadura Ligera
              
               
                  Armor +1
                 
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          Light Armour
          
           
              Armor +1
             
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              Armas Emparejadas
              
               
                  The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 
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          Paired Weapons
          
           
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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              Veil Walker
              
               
                  When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects: • Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase [b]must[/b] be rerolled. • Secret of Separation: The spell's range is increased by 6". Aura spells only gain +3" range. Spells with type Caster are unaffected. • Secret of Substance: Successful Armour Saves against wounds caused by this spell's effect [b]must[/b] be rerolled.
                 
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          Veil Walker
          
           
              When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects: • Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase [b]must[/b] be rerolled. • Secret of Separation: The spell's range is increased by 6". Aura spells only gain +3" range. Spells with type Caster are unaffected. • Secret of Substance: Successful Armour Saves against wounds caused by this spell's effect [b]must[/b] be rerolled.
             
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              Ataque de Aliento
              
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          Breath Attack
          
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              Ataques Mágicos
              
               
                  The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                 
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          Magical Attacks
          
           
              The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
             
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              Ataques Pulverizadores
              
               
                  A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                 
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          Grind Attacks
          
           
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             
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              Golpetazo
              
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          Stomp Attacks
          
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              Sweeping Attack
              
               
                  This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
                 
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          Sweeping Attack
          
           
              This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.
             
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              Impactos por Carga
              
               
                  At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                 
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          Impact Hits
          
           
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             
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              Vanguardia
              
               
                  After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                 
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          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
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              Battle Fever
              
               
                  Units with more than half of their models with Battle Fever [b]must[/b] reroll failed Panic and Break Tests.
                 
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          Battle Fever
          
           
              Units with more than half of their models with Battle Fever [b]must[/b] reroll failed Panic and Break Tests.
             
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              Beacon of the Dark Gods
              
               
                  Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
                 
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          Beacon of the Dark Gods
          
           
              Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
             
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              Beast
              
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          Beast
          
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              Insignificante
              
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          Insignificant
          
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              Objetivo Difícil
              
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          Hard Target
          
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              Guardaespaldas
              
               
                  When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                 
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          Bodyguard
          
           
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             
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              Escudo
              
               
                  +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                 
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          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
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              Dying Embers
              
               
                  After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.
                 
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          Dying Embers
          
           
              After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.
             
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              Centauroid
              
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          Centauroid
          
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              Cónclave Mágico
              
               
                  The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                 
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          Wizard Conclave
          
           
              The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
             
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              Construct
              
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          Construct
          
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              Coraje
              
               
                  If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                 
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          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
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              Zancada Veloz
              
               
                  When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                 
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          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
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              Cruzar
              
               
                  The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                 
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          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
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              Daemon
              
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          Daemon
          
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              Deeds not Words
              
               
                  The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                 
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          Deeds not Words
          
           
              The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
             
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              Tozudo
              
               
                  A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
                 
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          Stubborn
          
           
              A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
             
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              Dying Blow
              
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          Dying Blow
          
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              Terror
              
               
                  The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                 
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          Terror
          
           
              The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
             
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              Huida Simulada
              
               
                  A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                 
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          Feigned Flight
          
           
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             
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              Feldrak
              
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          Feldrak
          
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              Volar
              
               
                  The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                 
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          Fly
          
           
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             
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              Fortaleza
              
               
                  Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                 
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          Regeneration
          
           
              Regeneration is a Special Save, with a value indicated in brackets (“X”).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.
             
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              Gateway
              
               
                  At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • [b]Open a Gateway:[/b] Mark a single point on the Battlefield with a Gateway Marker. This point [b]must[/b] be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • [b]Close a Gateway:[/b] Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b]. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. [b]Must[/b] have the same formation, but may face any direction. 3. [b]Must[/b] follow the Unit Spacing rule. 4. Suffers D6 + X hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b], distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.
                 
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          Gateway
          
           
              At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • [b]Open a Gateway:[/b] Mark a single point on the Battlefield with a Gateway Marker. This point [b]must[/b] be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • [b]Close a Gateway:[/b] Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b]. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. [b]Must[/b] have the same formation, but may face any direction. 3. [b]Must[/b] follow the Unit Spacing rule. 4. Suffers D6 + X hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b], distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.
             
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              Giant
              
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          Giant
          
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              Giant See, Giant Do
              
               
                  Universal Rule.
The model gains Battle Fever.
                 
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          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
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              Odio
              
               
                  During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                 
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          Hatred
          
           
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             
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              Hand-and-a-Half
              
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          Hand-and-a-Half
          
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              Hell-Forged Armour
              
               
                  Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
                 
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          Hell-Forged Armour
          
           
              Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
             
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              Irredeemable
              
               
                  The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.
                 
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          Irredeemable
          
           
              The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.
             
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              Human
              
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          Human
          
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              Inestable
              
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          Unstable
          
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              Release the Hounds
              
               
                  One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
                 
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          Release the Hounds
          
           
              One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
             
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              Primal Legend
              
               
                  If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.
                 
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          Primal Legend
          
           
              If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.
             
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              Tropas Ligeras
              
               
                  Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                 
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          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
      
| 
              Resistencia a la Magia
              
               | 
        
          Magic Resistance
          
           | 
      
| 
              Manifestation
              
               
                  During Spell Selection, the Exalted Herald [b]must[/b] choose two different Manifestations from the list below and apply the effects during the game. The model [b]must[/b] select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.
                 
               | 
        
          Manifestation
          
           
              During Spell Selection, the Exalted Herald [b]must[/b] choose two different Manifestations from the list below and apply the effects during the game. The model [b]must[/b] select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.
             
           | 
      
| 
              Meeting Of Minds
              
               
                  Universal Rule.
The model may give one additional Orders.
                 
               | 
        
          Meeting Of Minds
          
           
              Universal Rule.
The model may give one additional Orders.
             
           | 
      
| 
              Metal Armour
              
               | 
        
          Metal Armour
          
           | 
      
| 
              Superno
              
               | 
        
          Supernal
          
           | 
      
| 
              Mindless
              
               | 
        
          Mindless
          
           | 
      
| 
              Mount
              
               | 
        
          Mount
          
           | 
      
| 
              Random Movement
              
               
                  The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
                 
               | 
        
          Random Movement
          
           
              The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
             
           | 
      
| 
              Path of the Exiled
              
               
                  Units with more than half of their models with Path of the Exiled [b]must[/b] reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.
                 
               | 
        
          Path of the Exiled
          
           
              Units with more than half of their models with Path of the Exiled [b]must[/b] reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.
             
           | 
      
| 
              Path of the Favoured
              
               
                  Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                 
               | 
        
          Path of the Favoured
          
           
              Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
             
           | 
      
| 
              Rage
              
               
                  Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                 
               | 
        
          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
           | 
      
| 
              Resistance
              
               | 
        
          Resistance
          
           | 
      
| 
              Solitary
              
               
                  The model may never join units or be joined by other Characters.
                 
               | 
        
          Solitary
          
           
              The model may never join units or be joined by other Characters.
             
           | 
      
| 
              Unruly
              
               | 
        
          Unruly
          
           | 
      
| 
              Writhing Mass
              
               
                  When in the second rank and not in contact with any enemy model, the model can make Grind Attack across models in the first rank directly in front of it.
                 
               | 
        
          Writhing Mass
          
           
              When in the second rank and not in contact with any enemy model, the model can make Grind Attack across models in the first rank directly in front of it.
             
           | 
      
| ES | EN | 
|---|---|
| 
              Destiny's Call
              
               
                  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.
                 
               | 
        
          Destiny's Call
          
           
              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.
             
           | 
      
| 
              Arcane Volcanist
              
               
                  Whenever 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.
                 
               | 
        
          Arcane Volcanist
          
           
              Whenever 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.
             
           | 
      
| 
              Rod of Battle
              
               
                  The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
                 
               | 
        
          Rod of Battle
          
           
              The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
             
           | 
      
| 
              Basalt Infusion
              
               
                  +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
                 
               | 
        
          Basalt Infusion
          
           
              +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Battleline Hero
              
               
                  The range of the model’s Commanding Presence is increased to 18″.
                 
               | 
        
          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
           | 
      
| 
              Binding Scroll
              
               
                  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.
                 
               | 
        
          Binding Scroll
          
           
              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.
             
           | 
      
| 
              Burning Portent
              
               
                  Flaming Attacks and Multiple Wounds (D3), AP set to 10
                 
               | 
        
          Burning Portent
          
           
              Flaming Attacks and Multiple Wounds (D3), AP set to 10
             
           | 
      
| 
              Shield Breaker
              
               
                  +6 AP.
                 
               | 
        
          Shield Breaker
          
           
              +6 AP.
             
           | 
      
| 
              Magical Heirloom
              
               
                  The 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.
                 
               | 
        
          Magical Heirloom
          
           
              The 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.
             
           | 
      
| 
              Hero's Heart
              
               
                  +1 Att, and always at least Str 5 and AP 2.
                 
               | 
        
          Hero's Heart
          
           
              +1 Att, and always at least Str 5 and AP 2.
             
           | 
      
| 
              Crown of the Wizard King
              
               
                  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).
                 
               | 
        
          Crown of the Wizard King
          
           
              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).
             
           | 
      
| 
              Dusk Forged
              
               
                  The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
                 
               | 
        
          Dusk Forged
          
           
              The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
             
           | 
      
| 
              Curse Of Lycanthropy
              
               
                  One 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.
                 
               | 
        
          Curse Of Lycanthropy
          
           
              One 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.
             
           | 
      
| 
              Dark Familiar
              
               
                  Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
                 
               | 
        
          Dark Familiar
          
           
              Learned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
             
           | 
      
| 
              Death Cheater
              
               
                  +1 Arm and Fortitude (4+).
                 
               | 
        
          Death Cheater
          
           
              +1 Arm and Fortitude (4+).
             
           | 
      
| 
              Supernatural Dexterity
              
               
                  +3 Def and +3 Off.
                 
               | 
        
          Supernatural Dexterity
          
           
              +3 Def and +3 Off.
             
           | 
      
| 
              Dragon’s Brew
              
               
                  Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                 
               | 
        
          Dragon’s Brew
          
           
              Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
             
           | 
      
| 
              Thrice-Forged
              
               
                  Arm set to 6.
                 
               | 
        
          Thrice-Forged
          
           
              Arm set to 6.
             
           | 
      
| 
              Gladiator's Spirit
              
               
                  +1 Arm and Parry.
                 
               | 
        
          Gladiator's Spirit
          
           
              +1 Arm and Parry.
             
           | 
      
| 
              Immortal Gauntlets
              
               
                  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.
                 
               | 
        
          Immortal Gauntlets
          
           
              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.
             
           | 
      
| 
              Giant Slayer
              
               
                  Crush Attack. This Crush Attack always hits on 4+.
                 
               | 
        
          Giant Slayer
          
           
              Crush Attack. This Crush Attack always hits on 4+.
             
           | 
      
| 
              Innovative Leader
              
               
                  An 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.
                 
               | 
        
          Innovative Leader
          
           
              An 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.
             
           | 
      
| 
              King Slayer
              
               
                  Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
                 
               | 
        
          King Slayer
          
           
              Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
             
           | 
      
| 
              Lord of the Damned
              
               
                  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.
                 
               | 
        
          Lord of the Damned
          
           
              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.
             
           | 
      
| 
              Vorpal Binding
              
               
                  Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
                 
               | 
        
          Vorpal Binding
          
           
              Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
             
           | 
      
| 
              Mask of Mindless Violence
              
               
                  Frenzy and Rage.
                 
               | 
        
          Mask of Mindless Violence
          
           
              Frenzy and Rage.
             
           | 
      
| 
              Mimic Cloak
              
               
                  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.
                 
               | 
        
          Mimic Cloak
          
           
              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.
             
           | 
      
| 
              Veilgate Orb
              
               
                  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).
                 
               | 
        
          Veilgate Orb
          
           
              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).
             
           | 
      
| 
              Wyrd Stone
              
               
                  The bearer’s model gets Hard Target (2).
                 
               | 
        
          Wyrd Stone
          
           
              The bearer’s model gets Hard Target (2).
             
           | 
      
| 
              Potion of Swiftness
              
               
                  +3 Agi.
                 
               | 
        
          Potion of Swiftness
          
           
              +3 Agi.
             
           | 
      
| 
              Potion of Power Preservation
              
               
                  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.
                 
               | 
        
          Potion of Power Preservation
          
           
              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.
             
           | 
      
| 
              Sigil of Protection
              
               
                  +1 Arm.
                 
               | 
        
          Sigil of Protection
          
           
              +1 Arm.
             
           | 
      
| 
              Spell Scroll (The Grave Calls (occultism))
              
               
                  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 (The Grave Calls (occultism))
          
           
              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.
             
           | 
      
| 
              Symbol of Slaughter
              
               
                  +2 Att and +2 Agi.
                 
               | 
        
          Symbol of Slaughter
          
           
              +2 Att and +2 Agi.
             
           | 
      
| 
              Talisman of Shielding
              
               
                  Aegis (5+).
                 
               | 
        
          Talisman of Shielding
          
           
              Aegis (5+).
             
           | 
      
| 
              Talisman of the Void
              
               
                  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).
                 
               | 
        
          Talisman of the Void
          
           
              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).
             
           | 
      
| 
              Touch of Greatness
              
               
                  +1 Str and +1 AP.
                 
               | 
        
          Touch of Greatness
          
           
              +1 Str and +1 AP.
             
           | 
      
| 
              Trusted Adviser
              
               
                  When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                 
               | 
        
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
      
| 
              Warding of Unity
              
               
                  Attached and Resistance (Melee Attacks).
                 
               | 
        
          Warding of Unity
          
           
              Attached and Resistance (Melee Attacks).
             
           | 
      
| 
              Wild Warding
              
               
                  +3 Arm. The Armour Value can never be improved beyond 5.
                 
               | 
        
          Wild Warding
          
           
              +3 Arm. The Armour Value can never be improved beyond 5.
             
           | 
      
| ES | EN | 
|---|---|
| 
              Aether Icon
              
               
                  The bearer’s unit gains Magic Resistance (1).
                 
               | 
        
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
      
| 
              Banner of Speed
              
               
                  A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
                 
               | 
        
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
             
           | 
      
| 
              Zealots' Banner
              
               
                  Models in the bearer’s unit gains Extra Support (3).
                 
               | 
        
          Zealots' Banner
          
           
              Models in the bearer’s unit gains Extra Support (3).
             
           | 
      
| 
              Flaming Standard
              
               
                  One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
                 
               | 
        
          Flaming Standard
          
           
              One use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
             
           | 
      
| 
              Icon of the Infinite
              
               
                  The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (6+).
                 
               | 
        
          Icon of the Infinite
          
           
              The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (6+).
             
           | 
      
| 
              Wasteland Torch
              
               
                  The bearer’s unit gains Strider (Ruins). During your Spell Selection (step 8 of the Pre-game Sequence), you may choose a single Field or Forest that becomes Ruins.
The bearer’s unit gains Flaming Attacks in the First Round of Combat.
                 
               | 
        
          Wasteland Torch
          
           
              The bearer’s unit gains Strider (Ruins). During your Spell Selection (step 8 of the Pre-game Sequence), you may choose a single Field or Forest that becomes Ruins.
The bearer’s unit gains Flaming Attacks in the First Round of Combat.
             
           | 
      
| 
              Sheltering Standard
              
               
                  Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                 
               | 
        
          Sheltering Standard
          
           
              Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
             
           | 
      
| 
              Stalker’s Standard
              
               
                  The bearer’s unit gains Strider.
                 
               | 
        
          Stalker’s Standard
          
           
              The bearer’s unit gains Strider.
             
           |