Correspondence of translations with another language
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              Egida
              
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          Aegis
          
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              Imbrigliato
              
               
                  Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                 
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          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
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              Paura
              
               
                  Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                 
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          Fear
          
           
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             
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              Mago Apprendista
              
               
                  - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                 
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          Wizard Apprentice
          
           
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             
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              Arco
              
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          Bow
          
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              Estasi della Battaglia
              
               
                  If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                 
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          Battle Focus
          
           
              If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
             
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              Grande Arma
              
               
                  Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                 
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          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
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              Arma a Una 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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              Armatura a Piastre
              
               
                  armatura +3
                 
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          Plate Armour
          
           
              +3 Armor
             
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              Armatura Leggera
              
               
                  armatura +1
                 
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          Light Armour
          
           
              Armor +1
             
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              Armatura Pesante
              
               
                  armatura +2
                 
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          Heavy Armour
          
           
              +2 Armor
             
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              Coppia d'Armi
              
               
                  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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              Attacco a Soffio
              
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          Breath Attack
          
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              Attacchi Divini
              
               
                  Successful Aegis saves taken against the attack must be rerolled.
                 
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          Divine Attacks
          
           
              Successful Aegis saves taken against the attack must be rerolled.
             
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              Attacchi Stritolanti
              
               
                  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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              Colpi d'Impatto
              
               
                  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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              Avanguardia
              
               
                  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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              Beast Hunters
              
               
                  When using a Bow, the Shooting Attack gains [b]Lethal Strike (against Beast)[/b] and Shots 2.
                 
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          Beast Hunters
          
           
              When using a Bow, the Shooting Attack gains [b]Lethal Strike (against Beast)[/b] and Shots 2.
             
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              Orders
              
               
                  A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: [b]Brace For Impact![/b] The target gains [b]Fight in Extra Rank[/b]. [b]On The Double![/b] The target gains +1" Advance Rate and +4" March Rate. [b]Ready! Aim! Fire![/b] The target gains [b]Accurate[/b]. [b]Steady, Men![/b] Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d
                 
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          Orders
          
           
              A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: [b]Brace For Impact![/b] The target gains [b]Fight in Extra Rank[/b]. [b]On The Double![/b] The target gains +1" Advance Rate and +4" March Rate. [b]Ready! Aim! Fire![/b] The target gains [b]Accurate[/b]. [b]Steady, Men![/b] Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d
             
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              Blessings
              
               
                  The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
                 
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          Blessings
          
           
              The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
             
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              Bersaglio Difficile
              
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          Hard Target
          
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              Muovere o Tirare
              
               
                  The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                 
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          Move or Fire
          
           
              The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
             
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              Ferite Multiple
              
               
                  Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                 
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          Multiple Wounds
          
           
              Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
             
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              Guardia del Corpo
              
               
                  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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              Scudo
              
               
                  +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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              Canalizzare
              
               
                  During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                 
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          Channel
          
           
              During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
             
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              Presidiante
              
               
                  Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                 
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          Scoring
          
           
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             
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              Colpo Letale
              
               
                  If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                 
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          Lethal Strike
          
           
              If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
             
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              Impassibile
              
               
                  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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              Falcata Rapida
              
               
                  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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              Steam Powered
              
               
                  The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
                 
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          Steam Powered
          
           
              The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
             
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              Determinato
              
               
                  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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              Esploratore
              
               
                  At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                 
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          Scout
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             
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              Ingegnere
              
               
                  Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
                 
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          Engineer
          
           
              Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
             
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              First Knight
              
               
                  When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
                 
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          First Knight
          
           
              When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
             
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              Fanatical
              
               
                  When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
                 
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          Fanatical
          
           
              When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
             
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              Fuga Simulata
              
               
                  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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              Fire on Impact!
              
               
                  A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol [b]always[/b] strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is [b]set[/b] to 4 and their Armour Penetration is [b]set[/b] to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
                 
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          Fire on Impact!
          
           
              A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol [b]always[/b] strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is [b]set[/b] to 4 and their Armour Penetration is [b]set[/b] to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
             
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              Volo
              
               
                  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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              Furia
              
               
                  At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                 
               | 
        
          Frenzy
          
           
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             
           | 
      
| 
              Frontiersmen
              
               
                  The model automatically passes Panic Tests caused by Terror.
                 
               | 
        
          Frontiersmen
          
           
              The model automatically passes Panic Tests caused by Terror.
             
           | 
      
| 
              Giant See, Giant Do
              
               
                  Universal Rule.
The model gains Support Unit.
                 
               | 
        
          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Support Unit.
             
           | 
      
| 
              Parent Unit
              
               
                  A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
                 
               | 
        
          Parent Unit
          
           
              A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
             
           | 
      
| 
              Holy Relic
              
               
                  Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
                 
               | 
        
          Holy Relic
          
           
              Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
             
           | 
      
| 
              Schermagliatore
              
               
                  The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                 
               | 
        
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
      
| 
              Inanimato
              
               
                  Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                 
               | 
        
          Inanimate
          
           
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             
           | 
      
| 
              Irriducibile
              
               
                  The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                 
               | 
        
          Unbreakable
          
           
              The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
             
           | 
      
| 
              Non un Capo
              
               
                  The model cannot be the General.
                 
               | 
        
          Not a Leader
          
           
              The model cannot be the General.
             
           | 
      
| 
              Macchina da Guerra
              
               
                  The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                 
               | 
        
          War Machine
          
           
              The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
             
           | 
      
| 
              Truppe Leggere
              
               
                  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.
                 
               | 
        
          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.
             
           | 
      
| 
              Master Artificer
              
               
                  The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
                 
               | 
        
          Master Artificer
          
           
              The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
             
           | 
      
| 
              Meeting Of Minds
              
               
                  Universal Rule.
The model may give two Orders per turn instead of one.
                 
               | 
        
          Meeting Of Minds
          
           
              Universal Rule.
The model may give two Orders per turn instead of one.
             
           | 
      
| 
              Movimento Casuale
              
               
                  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.
             
           | 
      
| 
              Pistola
              
               
                  Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
                 
               | 
        
          Pistol
          
           
              Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
             
           | 
      
| 
              Presenza Torreggiante
              
               
                  The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                 
               | 
        
          Towering Presence
          
           
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             
           | 
      
| 
              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.
             
           | 
      
| 
              Reserves
              
               
                  The unit is treated as [b]Insignificant[/b] by Parent and Support Units.
                 
               | 
        
          Reserves
          
           
              The unit is treated as [b]Insignificant[/b] by Parent and Support Units.
             
           | 
      
| 
              Steam Cannon
              
               
                  Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
                 
               | 
        
          Steam Cannon
          
           
              Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
             
           | 
      
| 
              Support Unit
              
               
                  A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
                 
               | 
        
          Support Unit
          
           
              A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
             
           | 
      
| 
              Zealots
              
               
                  Prelates may join the unit and gain [b]Fearless[/b] and [b]Unbreakable[/b] while joined to the unit.
                 
               | 
        
          Zealots
          
           
              Prelates may join the unit and gain [b]Fearless[/b] and [b]Unbreakable[/b] while joined to the unit.
             
           | 
      
| IT | EN | 
|---|---|
| 
              Blacksteel
              
               
                  The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, the wearer gains an additional +1 Armour.
                 
               | 
        
          Blacksteel
          
           
              The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, the wearer gains an additional +1 Armour.
             
           | 
      
| 
              Lega dell'alchimista
              
               
                  The wearer gains +1 Armour and suffers −2 Offensive Skill.
                 
               | 
        
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
      
| 
              Destiny's Call
              
               
                  The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                 
               | 
        
          Destiny's Call
          
           
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             
           | 
      
| 
              Death Warrant
              
               
                  Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]Magical Attacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain [b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.
                 
               | 
        
          Death Warrant
          
           
              Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]Magical Attacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain [b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.
             
           | 
      
| 
              Scettro da battaglia
              
               
                  The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                 
               | 
        
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
      
| 
              Infusione di basalto
              
               
                  The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                 
               | 
        
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Bastone del drago
              
               
                  The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                 
               | 
        
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
      
| 
              Pergamena vincolante
              
               
                  One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.
                 
               | 
        
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.
             
           | 
      
| 
              Book of Arcane Mastery
              
               
                  Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                 
               | 
        
          Book of Arcane Mastery
          
           
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             
           | 
      
| 
              Ranger's Boots
              
               
                  The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                 
               | 
        
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
      
| 
              Shield of Volund
              
               
                  While using this Shield, attacks against the bearer's model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
                 
               | 
        
          Shield of Volund
          
           
              While using this Shield, attacks against the bearer's model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
             
           | 
      
| 
              Sfera di cristallo
              
               
                  The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                 
               | 
        
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             
           | 
      
| 
              Frantuma scudi
              
               
                  Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                 
               | 
        
          Shield Breaker
          
           
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
      
| 
              Winter Cloak
              
               
                  The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b], and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
                 
               | 
        
          Winter Cloak
          
           
              The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b], and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Monile portafortuna
              
               
                  One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                 
               | 
        
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
      
| 
              Cimelio magico
              
               
                  The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                 
               | 
        
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
      
| 
              Luce purificante
              
               
                  At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                 
               | 
        
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             
           | 
      
| 
              Hero's Heart
              
               
                  The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                 
               | 
        
          Hero's Heart
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             
           | 
      
| 
              Corona del re mago
              
               
                  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).
             
           | 
      
| 
              Corona dell'autarchia
              
               
                  The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                 
               | 
        
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
      
| 
              Karadon's Courser
              
               
                  One use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer [b]must[/b] reroll failed Charge Range rolls.
                 
               | 
        
          Karadon's Courser
          
           
              One use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer [b]must[/b] reroll failed Charge Range rolls.
             
           | 
      
| 
              Vespertino (Scudo)
              
               
                  The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                 
               | 
        
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             
           | 
      
| 
              The Light of Sonnstahl
              
               
                  Attacks made with this weapon wound automatically, [b]always[/b] have Armour Penetration 10, and become [b]Magical Attacks[/b].
                 
               | 
        
          The Light of Sonnstahl
          
           
              Attacks made with this weapon wound automatically, [b]always[/b] have Armour Penetration 10, and become [b]Magical Attacks[/b].
             
           | 
      
| 
              Mortifrago
              
               
                  The wearer gains +1 Armour and Fortitude (4+).
                 
               | 
        
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
      
| 
              Destrezza ultraterrena
              
               
                  The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                 
               | 
        
          Supernatural Dexterity
          
           
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             
           | 
      
| 
              Gemma draconica
              
               
                  The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                 
               | 
        
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Eldritch Inscriptions
              
               
                  Failed to-wound rolls from attacks made with this weapon must be rerolled.
                 
               | 
        
          Eldritch Inscriptions
          
           
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             
           | 
      
| 
              Essenza di una mente libera
              
               
                  The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                 
               | 
        
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
      
| 
              Essence of Mithril
              
               
                  The wearer’s Armour is set to 5 and can never be improved beyond this.
                 
               | 
        
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
      
| 
              Exemplar's Flame
              
               
                  Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]Lethal Strike[/b] and [b]Magical Attacks[/b] until the end of the phase.
                 
               | 
        
          Exemplar's Flame
          
           
              Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]Lethal Strike[/b] and [b]Magical Attacks[/b] until the end of the phase.
             
           | 
      
| 
              Ghostly Guard
              
               
                  The wearer gains +2 Armour against non-Magical Attacks.
                 
               | 
        
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
      
| 
              Willow's Ward
              
               
                  While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                 
               | 
        
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
      
| 
              Hammer of Witches
              
               
                  The bearer's Attack Value is [b]set[/b] to 5 while using this weapon, and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
                 
               | 
        
          Hammer of Witches
          
           
              The bearer's Attack Value is [b]set[/b] to 5 while using this weapon, and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
             
           | 
      
| 
              Witchfire Guard
              
               
                  The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] while using this Shield.
                 
               | 
        
          Witchfire Guard
          
           
              The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] while using this Shield.
             
           | 
      
| 
              Imperial Seal
              
               
                  The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.
                 
               | 
        
          Imperial Seal
          
           
              The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.
             
           | 
      
| 
              Sterminatrice di re
              
               
                  The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                 
               | 
        
          King Slayer
          
           
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
      
| 
              Vambraci del lampo
              
               
                  The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                 
               | 
        
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
      
| 
              Locket of Sunna
              
               
                  When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.
                 
               | 
        
          Locket of Sunna
          
           
              When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.
             
           | 
      
| 
              Mantle of Ullor
              
               
                  Enemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.
                 
               | 
        
          Mantle of Ullor
          
           
              Enemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.
             
           | 
      
| 
              Pietra d'ossidiana
              
               
                  The bearer gains Magic Resistance (2).
                 
               | 
        
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
      
| 
              Potion of Strength
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                 
               | 
        
          Potion of Strength
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
      
| 
              Pozione della rapidit
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                 
               | 
        
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
      
| 
              Scettro del potere
              
               
                  One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                 
               | 
        
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
      
| 
              Talismano di protezione
              
               
                  The bearer gains Aegis (5+).
                 
               | 
        
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
      
| 
              Talismano del vuoto
              
               
                  The bearer gains Channel (1).
                 
               | 
        
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
      
| 
              Tocco di grandigia
              
               
                  Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                 
               | 
        
          Touch of Greatness
          
           
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
      
| IT | EN | 
|---|---|
| 
              Icona d'etere
              
               
                  The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                 
               | 
        
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
      
| 
              Banner of Unity
              
               
                  Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
                 
               | 
        
          Banner of Unity
          
           
              Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
             
           | 
      
| 
              Insegna della disciplina
              
               
                  The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                 
               | 
        
          Banner of Discipline
          
           
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             
           | 
      
| 
              Insegna della velocit
              
               
                  A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                 
               | 
        
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
      
| 
              Insegna della compagnia implacabile
              
               
                  One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                 
               | 
        
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
      
| 
              Stendardo infuocato
              
               
                  One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                 
               | 
        
          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
           | 
      
| 
              Stendardo della legione
              
               
                  A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                 
               | 
        
          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
           | 
      
| 
              Stendardo dell'oppressore
              
               
                  The bearer’s unit gains Strider.
                 
               | 
        
          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
      
| 
              Household Standard
              
               
                  If the General is part of the bearer's unit, its Commanding Presence range is increased by 6".
                 
               | 
        
          Household Standard
          
           
              If the General is part of the bearer's unit, its Commanding Presence range is increased by 6".
             
           | 
      
| 
              Marksman's Pennant
              
               
                  The bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
                 
               | 
        
          Marksman's Pennant
          
           
              The bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
             
           |