Orchi E Goblin

Orchi E Goblin (V3 Hotfix 2)

Artefacts

Corona del re mago

max 1 per Army (Cannot be taken by Wizards )

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Talismano di protezione

max 1 per Army

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

Cimelio magico

max 1 per Army (Wizard only )

Wizard onlyThe 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.

Talismano del vuoto

max 1 per Army

The bearer gains Channel (1).

Monile portafortuna

max 1 per Army (Wizard only )

Cannot be taken by models with Height 4–5.One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Mempo of Blood

max 1 per Army

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

General′s Kabuto

max 1 per Army

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

Dragon Pearl

max 1 per Army

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

Candle of the Void

max 1 per Army

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

Mempo of Honour

max 1 per Army

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

Rod of the Horizons

max 1 per Army (Wizard only )

Models Way of the Warrior onlyDirectly after choosing Spells, the bearer selects one of their own Spells. All Casting Attempts of this Spell with 2 or more Dice performed by the bearer are subject to Maximised Role.

Prayer Beads of the Inner Fire

max 1 per Army

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

A Dirty Trick

max 1 per Army

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

Pendant of Equality

max 1 per Army

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

The Plagiator

max 1 per Army

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

Soulcatcher

max 1 per Army

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

The Mirror Brigade

max 1 per Army

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

Pioggia Oscura

max 1 per Army

Un solo uso. Questo Artefatto si attiva automaticamente all'inizio del primo Turno di Gioco (se in quel momento il portatore non si trova sul Campo di Battaglia, l'oggetto non può essere usato). Gli effetti durano fino alla fine del Turno di Gioco. Se il proprietario ottiene il secondo Turno del Giocatore, tutti gli Attacchi da Tiro subiscono -2 per colpire durante la Fase di Tiro nemica. Se invece il proprietario ottiene il primo Turno del Giocatore, tutti gli Attacchi da Tiro subiscono -1 per colpire durante la Fase di Tiro nemica.

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Corona di Corna

max 1 per Army

I modelli dell'unità del portatore e tutte le unità entro la gittata della sua Aura di Comando (se applicabile) superano automaticamente i Test di Disciplina eseguiti a causa di Istinto Primordiale.

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Ring of the Obsidian Thrones

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mantle of Ullor

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Monster Munch

max 1 per Army (Dominant) (Wizard master only )

Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Pan of Protection Pinchin'

max 1 per Army

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

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil of your Magic Phase, the bearer may gain Channel (D3) with Duration: One Turn. If a ‘3’ is rolled for this, the bearer loses 1 HP, and this Magic Item stops working, Duration: Permanent.

Antica Placca

max 1 per Army

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

Carved Tablet

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Hail Shot

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Drums of Cenyrn

max 1 per Army

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

Blessed Wrappings

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Steeds of Nephet-Ra

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Hypnotic Pendant

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Night's Crown

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Tarina's Lyre

max 1 per Army

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

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Ledger of Souls

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Harp of Bragi

max 1 per Army

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

Norn's Bones

max 1 per Army (Wizard only )

The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.

Zartosht's Chains

max 1 per Army

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

Breath of the Brass Bull

max 1 per Army

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

Turul Radiant Headdress

max 1 per Army

Standard Height onlyThe bearer gains Distracting and Terror.

Endless Plain

max 1 per Army

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

Spirit of the Herd

max 1 per Army

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

Storm Cloak

max 1 per Army

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

Chest of Envoloping Fog

max 1 per Army (Foot only.)

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

Veil of Harag

max 1 per Army

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

Scurrying Veil

max 1 per Army

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

Fiendish Snares

max 1 per Army

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

Lugar's Dice

max 1 per Army

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

Crown of Hubris

max 1 per Army (Dominant)

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.

Gem of Faith's Tithe

max 1 per Army

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

Lifeforce Talisman

max 1 per Army

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

Crucible Of Contagion

max 1 per Army

Putrid Pamphlet

max 1 per Army

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

Orator’s Toga

max 2 per Army (Foot only.)

The bearer gains Stand Behind and cannot issue Duels.

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Scettro da battaglia

max 1 per Army

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.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Scettro da battaglia

max 1 per Army

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.

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Bulino di Selce

max 1 per Army

Mentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Crown of Madness

max 1 per Army

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

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Mask of Mindless Violence

max 1 per Army

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

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Ring of the Obsidian Thrones

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mantle of Ullor

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Rampager’s Chain

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Hail Shot

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Drums of Cenyrn

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Tarina's Lyre

max 1 per Army

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

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Rod of Battle

max 1 per Army

Crown of the Usurper

max 1 per Army

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

Ledger of Souls

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Mask of Mindless Violence

max 1 per Army

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

Blessed Wrappings

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Crown of the Pharaohs

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Steeds of Nephet-Ra

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Hypnotic Pendant

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Night's Crown

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mask of Mindless Violence

max 1 per Army

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

Antica Placca

max 1 per Army

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

Carved Tablet

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mask of Mindless Violence

max 1 per Army

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

Monster Munch

max 1 per Army (Dominant) (Wizard master only )

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

Pan of Protection Pinchin'

max 1 per Army

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

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Mask of Mindless Violence

max 1 per Army

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

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Scettro da battaglia

max 1 per Army

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.

Scettro da battaglia

max 1 per Army

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.

Sacred Hourglass

max 1 per Army

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

Lord of the Damned

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Moithir's Mirror

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Sandstorm Cloak

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Book of the Dead

max 1 per Army

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

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Monster Munch

max 1 per Army

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

Horn of the Wild Hunt

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Hail Shot

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Mask of Mindless Violence

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Ceinran's Scales

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Winter Cloak

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Mask of Mindless Violence

max 1 per Army

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

Crown of Madness

max 1 per Army

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

Pan of Protection Pinchin'

max 1 per Army

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

Tarina's Lyre

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Glyph of Amryl

max 1 per Army

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

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Kherp Sceptre

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Crown of the Pharaohs

max 1 per Army

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

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Sacred Hourglass

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Locket of Sunna

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Hail Shot

max 1 per Army

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

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Rod of Battle

max 1 per Army

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Cursed Medallion

max 1 per Army

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

Crown of the Pharaohs

max 1 per Army

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

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Immortal Gauntlets

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Scettro da battaglia

max 1 per Army

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.

Ledger of Souls

max 1 per Army

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

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Lord of the Damned

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Death Mask of Teput

max 1 per Army

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

Kherp Sceptre

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Cimelio magico

max 1 per Army (Wizard only )

Wizard onlyThe 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.

Sandstorm Cloak

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Ullor’s Horn

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Scettro da battaglia

max 1 per Army

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.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Scepter of the Usurper

max 1 per Army

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

Rampager’s Chain

max 1 per Army

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

Crown of the Pharaohs

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Tarina’s Lyre

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Locket of Sunna

max 1 per Army

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

Bulino di Selce

max 1 per Army

Mentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).

Sacred Hourglass

max 1 per Army

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

Antica Placca

max 1 per Army

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

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Rod of Battle

max 1 per Army

Blessed Wrappings

max 1 per Army

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

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Dark Familiar

max 1 per Army

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

Bulino di Selce

max 1 per Army

Mentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Sandstorm Cloak

max 1 per Army

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

Ring of the Obsidian Thrones

max 1 per Army

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

Death Mask of Teput

max 1 per Army

Horror and Petrifying Gaze (See Sand Stalkers).

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Veilgate Orb

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Blessed Wrappings

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Pan of Protection Pinchin'

max 1 per Army

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

Darkstone Detonator

max 1 per Army

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

Dark Familiar

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Lord of the Damned

max 1 per Army

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

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Ullor’s Horn

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Horn of the Wild Hunt

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Monster Munch

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Hypnotic Pendant

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Exemplar's Flame

max 1 per Army

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

Night's Crown

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Ceinran's Scales

max 1 per Army

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

Crown of the Usurper

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

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

Bulino di Selce

max 1 per Army

Mentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Talismano di protezione

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Night's Crown

max 1 per Army

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

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Crown of the Pharaohs

max 1 per Army

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

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Scettro da battaglia

max 1 per Army

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.

Scettro da battaglia

max 1 per Army

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.

Antica Placca

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Exemplar's Flame

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Blessed Wrappings

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Mask of Mindless Violence

max 1 per Army

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

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Ceinran's Scales

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Darkstone Detonator

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Drums of Cenyrn

max 1 per Army

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

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Antica Placca

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Tarina's Lyre

max 1 per Army

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

Anello dell'Essiccazione

max 1 per Army

All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.

Idolo d'Oro di Shamut

max 1 per Army

Se il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).

Glyph of Amryl

max 1 per Army

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

Hail Shot

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Winter Cloak

max 1 per Army

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

Pan of Protection Pinchin'

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Kherp Sceptre

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Horn of the Wild Hunt

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Scettro da battaglia

max 1 per Army

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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Death Mask of Teput

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Horn of the Wild Hunt

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Talismano del vuoto

max 1 per Army

The bearer gains Channel (1).

Mask of Mindless Violence

max 1 per Army

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

Diadema della Salvaguardia

max 1 per Army

Cannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Monster Munch

max 1 per Army (Dominant) (Wizard master only )

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

Tarina's Lyre

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Tarina's Lyre

max 1 per Army

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

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Blessed Wrappings

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Mask of Mindless Violence

max 1 per Army

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

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Hypnotic Pendant

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Lygur's Tongue

max 1 per Army

Afflict (−2 Off).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Mask of Mindless Violence

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Mask of Mindless Violence

max 1 per Army

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

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Darkstone Detonator

max 1 per Army

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

Antica Placca

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Rampager’s Chain

max 1 per Army

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

Sandstorm Cloak

max 1 per Army

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

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Moithir's Mirror

max 1 per Army

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

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Dark Familiar

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Horn of the Wild Hunt

max 1 per Army

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

Moithir's Mirror

max 1 per Army

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

Rampager’s Chain

max 1 per Army

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

Death Mask of Teput

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

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

Sacred Hourglass

max 1 per Army

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

Glyph of Amryl

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Immortal Gauntlets

max 1 per Army

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

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Sacred Hourglass

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Eternity Gem

max 1 per Army

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

Tarina's Lyre

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Ring of the Obsidian Thrones

max 1 per Army

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

Night's Crown

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Ceinran's Scales

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Libro di Meladys

max 1 per Army

Cannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.

Hypnotic Pendant

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Glyph of Amryl

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Monster Munch

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Lord of the Damned

max 1 per Army

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

Locket of Sunna

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Scettro da battaglia

max 1 per Army

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.

Tavola di Vezodinezh

max 1 per Army (Wizard only )

Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.

Rod of Battle

max 1 per Army

Crown of Madness

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Pan of Protection Pinchin'

max 1 per Army

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

Necromantic Staff

max 1 per Army (Wizard only )

The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.

Rampager’s Chain

max 1 per Army

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

Monile portafortuna

max 1 per Army (Wizard only )

Cannot be taken by models with Height 4–5.One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Kherp Sceptre

max 1 per Army

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

Icona del Saccheggiatore

max 1 per Army

Tutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Night's Crown

max 1 per Army

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

Respiro del Toro d'Ottone

max 1 per Army

Solo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).

Crown of Madness

max 1 per Army

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

Hypnotic Pendant

max 1 per Army

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

Hail Shot

max 1 per Army

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

Night's Crown

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Blessed Wrappings

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Crown of Madness

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Antica Placca

max 1 per Army

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

Ceinran's Scales

max 1 per Army

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

Ullor’s Horn

max 1 per Army

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

Cowl of the Apostate

max 1 per Army (Wizard only )

If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Death Mask of Teput

max 1 per Army

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

Mantle of Ullor

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Immortal Gauntlets

max 1 per Army

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

Crown of the Pharaohs

max 1 per Army

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

Carved Tablet

max 1 per Army

Carved Wisdom (see Howdah Devices)

Book of the Dead

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Mask of Mindless Violence

max 1 per Army

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

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Scettro da battaglia

max 1 per Army

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.

Dadi di Lugar

max 1 per Army

Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.

Moithir's Mirror

max 1 per Army

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

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Cursed Medallion

max 1 per Army

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

Maschera delle Ere

max 1 per Army

Solo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.

Scettro da battaglia

max 1 per Army

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.

Eternity Gem

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Mist Walker's Mirror

max 1 per Army (Foot only.)

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

Ring of the Obsidian Thrones

max 1 per Army

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

Ring of the Obsidian Thrones

max 1 per Army

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

Troll Hide

max 1 per Army (Foot only.)

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

Rampager’s Chain

max 1 per Army

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

Mask of Mindless Violence

max 1 per Army

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

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Ring of the Obsidian Thrones

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Rod of Battle

max 1 per Army

Mask of Mindless Violence

max 1 per Army

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

Drums of Cenyrn

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Glyph of Amryl

max 1 per Army

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

Cristallo di Ametista

max 1 per Army (Wizard only )

Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.

Pan of Protection Pinchin'

max 1 per Army

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

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Occhio del Dominio

max 1 per Army

Gli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.

Yeti Furs

max 1 per Army

Strider and Touch of Frost.

Immortal Gauntlets

max 1 per Army

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

Monster Munch

max 1 per Army

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

Winter Cloak

max 1 per Army

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

Exemplar's Flame

max 1 per Army

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

Cursed Medallion

max 1 per Army

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

Crown of Hubris

max 1 per Army

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.

Corona del re mago

max 1 per Army (Cannot be taken by Wizards )

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Mask of Mindless Violence

max 1 per Army

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

Book of the Dead

max 1 per Army

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

Darkstone Detonator

max 1 per Army

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

Tome of the Ratking

max 1 per Army

The bearer’s unit gains Unstable.

Skull Fetish

max 1 per Army (Wizard only )

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.

Sekhem Sceptre

max 1 per Army

The bearer gains Stubborn.

Lord of the Damned

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Hail Shot

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Horn Of Bragh

max 1 per Army (Foot only.)

Fury and Dying Blow

Starfall Lodestone

max 1 per Army

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

Dark Familiar

max 1 per Army

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

Hypnotic Pendant

max 1 per Army

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

Scettro da battaglia

max 1 per Army

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.

Scepter of the Usurper

max 1 per Army

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

Starfall Lodestone

max 1 per Army

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

Darkstone Detonator

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.

Ullor’s Horn

max 1 per Army

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

Eternity Gem

max 1 per Army

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

Pietra d'ossidiana

max 1 per Army

The bearer gains Magic Resistance (2).

Essenza di una mente libera

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). 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.

Steeds of Nephet-Ra

max 1 per Army

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

Veilgate Orb

max 1 per Army

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

Armour Enchantments

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Infusione di basalto

max 1 per Army (Enchantment: Suit of Armour)

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

Warding of Unity

max 1 per Army (Enchantment: Suit of Armour)

Attached and Resistance (Melee Attacks).

Nobunaga′s Honour

max 1 per Army (Enchantment: Heavy Armour)

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

The River′s Blessing

max 1 per Army (Enchantment: Sode)

The bearer gains +2 Defensive Skill.

Symbol of Imperial Rule

max 1 per Army (Enchantment: Heavy Armour)

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

Golden Gleam

max 1 per Army

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

The Bastion

max 1 per Army

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

Dragon's Scales

max 1 per Army

Models without Towering Presence onlyThe bearer gains Distracting.

Magical Hardening

max 1 per Army

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

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Imperial Seal

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

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Mammoth-Hide Cloak

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

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

Wrestler's Belt

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

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Gunagr's Armour

max 1 per Army (Enchantment: Suit of Armour)

Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.

Mammoth-Hide Cloak

max 1 per Army (Enchantment: Suit of Armour)

Standard Height onlyThe wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.

Plague Prophet’s Blessing

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

The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Troll Hide

max 1 per Army (Foot only.)

Fortitude (4+). Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. The model fails all its Armour Save rolls and cannot take Weapon Enchantments.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Imperial Seal

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

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Mammoth-Hide Cloak

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

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

Wrestler's Belt

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

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Troll Hide

max 1 per Army (Foot only.)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Mortifrago

max 1 per Army

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mammoth-Hide Cloak

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

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

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Wrestler's Belt

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

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

Mammoth-Hide Cloak

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

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

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Metallo Astrale

max 1 per Army (Enchantment: Suit of Armour)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Wrestler's Belt

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

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

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Wrestler's Belt

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

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

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mammoth-Hide Cloak

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

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

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army

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

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Infusione di basalto

max 1 per Army

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

Ghostly Guard

max 1 per Army

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Imperial Seal

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

Fearless

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Veste Scintillante

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

Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Imperial Seal

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

Fearless

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Afflizione di Aaghor

max 1 per Army (Enchantment: Suit of Armour)

Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.

Destiny's Call

max 1 per Army

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

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Warding of Unity

max 1 per Army

Attached and Resistance (Melee Attacks).

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Mammoth-Hide Cloak

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

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Wrestler's Belt

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

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

Blacksteel

max 1 per Army (Enchantment: Suit of Armour)

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

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Ghostly Guard

max 1 per Army

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mammoth-Hide Cloak

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

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

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Imperial Seal

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

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

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Seal of the Republic

max 1 per Army (Enchantment: Metal Armour)

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Imbued Jade

max 1 per Army (Enchantment: Suit of Armour)

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

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Astuzia dell'Ingannatore

max 1 per Army (Enchantment: Suit of Armour)

I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.

Percival's Panoply

max 1 per Army (Enchantment: Suit of Armour)

Cavalry models only+2 Arm

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

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

Essenza Vitale

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.

Forma Selvaggia

max 1 per Army (Enchantment: Suit of Armour)

All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Fiammata di Protezione

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

Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

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

Flagello dei Demoni

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Wrestler's Belt

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

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

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Prayer-Etched

max 1 per Army (Enchantment: Suit of Armour)

+1 Arm and Aegis (+1, max. 4+)

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Troll Hide

max 1 per Army (Foot only.)

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

Protezione di Dorac

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

Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.

Imperial Seal

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

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

Plague-Hermit's Blessing

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

Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.

Mortifrago

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).

Ghostly Guard

max 1 per Army

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

Legend of the Black King

max 1 per Army (Enchantment: Suit of Armour)

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

Imperial Seal

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

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Aurochs Resilience

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Ghostly Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Tazrek's Guard

max 1 per Army (Enchantment: Suit of Armour)

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

Potions and Scrolls

Pergamena vincolante

max 2 per Army

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.

Pozione della rapidit

max 1 per Army

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.

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Beastmaster’s Vial

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Moon Shrooms

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Sacred Seeds

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Dragon’s Brew

max 1 per Army

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

Troll Tonic

max 1 per Army

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

Healing Potion

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Nature's Venom)

max 1 per Army

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

Rain Augur Brew

max 1 per Army

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

Song of Cenyrn

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Flaming Swords)

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

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

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (X)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (inescapable Doom)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (weight Of Judgement)

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Elixir Of Death

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Rain Augur Brew

max 1 per Army

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

Healing Potion

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Nature's Venom)

max 1 per Army

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

Beastmaster’s Vial

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Flaming Swords)

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Sacred Seeds

max 1 per Army

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

Song of Cenyrn

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Rain of Fire)

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (inescapable Doom)

max 1 per Army

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

Elixir Of Death

max 1 per Army

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

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Moon Shrooms

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Sacred Seeds

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Wyrd Stone

max 1 per Army

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

Beastmaster’s Vial

max 1 per Army

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

Healing Potion

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Spell Scroll (Flaming Swords)

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Moon Shrooms

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

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

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Shower of Rocks)

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Moon Shrooms

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Rain Augur Brew

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Pergamena vincolante

max 1 per Army

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.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Beastmaster’s Vial

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll Of Draining

max 1 per Army

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Spectral Blades)

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

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

Elixir Of Death

max 1 per Army

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

Beastmaster’s Vial

max 1 per Army

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

Spell Scroll (Rain of Fire)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Spell Scroll (Shower of Rocks)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (illusory Paths)

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Rain Augur Brew

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Potion of Healing

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Beastmaster’s Vial

max 1 per Army

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

Spell Scroll (Spectral Blades)

max 1 per Army

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

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Sacred Seeds

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Sacred Seeds

max 1 per Army

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

Spell Scroll (Rain of Fire)

max 1 per Army

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

Sacred Seeds

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Moon Shrooms

max 1 per Army

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

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Sacred Seeds

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Rain of Fire)

max 1 per Army

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

Spell Scroll (Flaming Swords)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Potion of Power Preservation

max 1 per Army

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

Spell Scroll (Wall Of Lead)

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Spell Scroll (Spectral Blades)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Spell Scroll (Flaming Swords)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Song of Cenyrn

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Healing Potion

max 1 per Army

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

Moon Shrooms

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Favanite Powder

max 1 per Army

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

Pozione della rapidit

max 1 per Army

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.

Healing Potion

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

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

Rain Augur Brew

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Spell Scroll (awaken The Beast)

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Spell Scroll (Rain of Fire)

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Scroll Of Draining

max 1 per Army

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Draining

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Spectral Blades)

max 1 per Army

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

Song of Cenyrn

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Shower of Rocks)

max 1 per Army

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

Spell Scroll (Nature's Venom)

max 1 per Army

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

Scroll of Conquest

max 1 per Army

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

Spell Scroll (inescapable Doom)

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Healing Potion

max 1 per Army

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

Song of Cenyrn

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Scroll of Desiccation

max 1 per Army

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

Potion of Rat Form

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Wyrd Stone

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Scroll of Draining

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Gnasher Bait

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Gnasher Bait

max 1 per Army

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

Scroll Of Draining

max 1 per Army

Beastmaster’s Vial

max 1 per Army

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

Fumogeno di Te Aupouri

max 1 per Army

Un solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.

Dragon’s Brew

max 1 per Army

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

Cristallo della Risonanza Travolgente

max 1 per Army

Un solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.

Scroll of Conquest

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Potion of Rat Form

max 1 per Army

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

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Scroll of Draining

max 1 per Army

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

Rain Augur Brew

max 1 per Army

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

Scroll Of Draining

max 1 per Army

Spell Scroll (Rain of Fire)

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (Awaken the Beast)

max 1 per Army

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

Spell Scroll (illusory Paths)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Scroll of Desiccation

max 1 per Army

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

Spell Scroll (The Grave Calls (occultism))

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Favanite Powder

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Anello del Trono Perlaceo

max 1 per Army

Non acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.

Spell Scroll (illusory Paths)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Seme della Foresta Nera

max 1 per Army

Un solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.

Scroll Of Draining

max 1 per Army

Moon Shrooms

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Spell Scroll (Flaming Swords)

max 1 per Army

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

Potion of Healing

max 1 per Army

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

Black Knight’s Tonic

max 1 per Army

The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.

Spell Scroll (Flaming Swords)

max 1 per Army

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

Elixir of Negation

max 1 per Army

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

Scroll of Power

max 1 per Army (Wizard only )

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Weapon Enchantments

Sterminatrice di re

max 1 per Army (Enchantment: Melee Weapon)

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.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Tocco di grandigia

max 1 per Army (Enchantment: Melee Weapon)

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).

Luce purificante

max 1 per Army (Enchantment: Melee Weapon)

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.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Black Demon Essence

max 1 per Army (Enchantment: Close Combat Weapon)

Attacks made with this weapon always wound at least on a natural to-wound roll of ‵3', ‵4', ‵5' and ‵6'. Additionally, the bearer gains Fear.

Curse of the Wind God

max 1 per Army (Enchantment: Longbow)

The wielder always shoots before all other models in their unit. If there is at least one successful to-hit roll of attacks with this weapon, choose one of the following Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Longbow against the same target in this phase: • Natural to-hit rolls of '1' must be rerolled. • The Armour Penetration of the attack is set to 1.

Dragon Claw

max 1 per Army (Enchantment: Katana)

Attacks made with this weapon gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.

Dance of the Cherry Blossoms

max 1 per Army (Enchantment: Katana)

Attacks made with this weapon gain +1 Armour Penetration. The bearer gains Kenjutsu (2). Additionally, the bearer gains Kenjutsu (1) while fighting in a Duel.

Borgionoli's Strength

max 1 per Army

Models with Height Standard onlyThe bearer gains Crush Attack.

Sharpshooter's Eye

max 1 per Army

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

Flaming Star

max 1 per Army

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

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Afflict (−2 Def).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Watcher’s Woe

max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )

Number of Shots is set to at least 3, Poison Attacks (Shooting).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Paired Weapons)

+1 Att, +1 Str, and +2 AP

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Models with no Magic Items and Height 1–4 only.Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Eyratöki

max 1 per Army (Enchantment: Hand Weapon)

Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.

Byargfylli

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.

Wicked Serrations

max 1 per Army (Enchantment: Great Weapon)

While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.

Rocket Arrows

max 1 per Army (Enchantment: Bow)

Shots 1, Str 3 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)], Reload!

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.

Wildfire Burst

max 1 per Army (Enchantment: Bow)

This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.

Hurricane's Fury

max 1 per Army (Enchantment: Repeater Handbow)

Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.

Pestilential Wrath

max 1 per Army (Enchantment: Bloodpox Blades)

Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).

Toxic Incense

max 1 per Army (Dominant) (Enchantment: Plague Flail)

While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.

Giant Slayer

max 1 per Army (Enchantment: Melee Weapon)

Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Afflict (−2 Def).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Watcher’s Woe

max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )

Number of Shots is set to at least 3, Poison Attacks (Shooting).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Paired Weapons)

+1 Att, +1 Str, and +2 AP

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Sterminatrice di re

max 1 per Army (Enchantment: Melee Weapon)

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.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Luce purificante

max 1 per Army (Enchantment: Melee Weapon)

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.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

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

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Death Warrant

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Tocco di grandigia

max 1 per Army (Enchantment: Melee Weapon)

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).

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Cuore del Legno di Elu

max 1 per Army (Enchantment: Longbow)

Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+2 Att and +2 Agi.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.

Scheggia dell'Alba Rovente

max 1 per Army (Enchantment: Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Gloria dell'Era dell'Alba

max 1 per Army (Enchantment: Light-lance, Spear)

Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Ritual Bloodletter

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Gemelle Fameliche

max 1 per Army (Enchantment: Paired Weapons)

Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Shield Breaker

max 1 per Army (Enchantment: Melee Weapon)

+6 AP.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Nucleo d'Onice

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Talismano del Nido di Serpi

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

Att is set to 5. Fury (towards Channel (X)).

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Giant Slayer

max 1 per Army (Enchantment: Melee Weapon)

Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Godslayer

max 1 per Army (Enchantment: Great Weapon)

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

+2 AP and +2 Att.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

Occhio del Toro

max 1 per Army (Enchantment: Flintlock Axe)

Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)

+1 Att, +1 Str, and +1 AP

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Frecce Alchemiche

max 1 per Army (Enchantment: Magnetic Short Bow)

Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Divine Judgement

max 1 per Army (Enchantment: Light-lance, Lance)

After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.

Conflagrazione Stellare

max 1 per Army (Enchantment: Lance)

Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Att is set to 5. Fury (towards Channel (X)).

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

+1 Att and Divine Attacks.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Attack Gnasher

max 1 per Army (Enchantment: Melee Weapon)

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Transcendence

max 1 per Army (Enchantment: Lance)

For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Spirit Arrows

max 1 per Army (Enchantment: Sylvan Longbow)

When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

AP 10. Wounds automatically.

Uther's Mettle

max 1 per Army (Enchantment: Light-lance, Lance)

+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.

Height of Hubris

max 1 per Army (Enchantment: Great Weapon, Halberd)

First Strike (Hatred, Multiple Wounds (2)).

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

+1 AP, Lethal Strike and always hits at least on 3+.

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Fiamma d'Oriente

max 1 per Army (Enchantment: Melee Weapon)

Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Incisioni Ancestrali

max 3 per Army (Enchantment: Hand Weapon)

solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.

Eldritch Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Multiple Wounds (D3).

Elemental Blade

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.

Frantuma scudi

max 1 per Army (Enchantment: Melee Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hunter's Honour

max 1 per Army (Enchantment: Spear)

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

+1 Str, +1 AP, and Terror.

Destrezza ultraterrena

max 1 per Army (Enchantment: Melee Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

+1 Att, and always at least Str 5 and AP 2.

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)

Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Flaming Attacks and Multiple Wounds (D3), AP set to 10

Follia Fatale

max 1 per Army (Enchantment: Beast Axe)

Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.

Maledizione del Biancospino

max 1 per Army (Enchantment: Hand Weapon)

Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.

Oaken Might

max 1 per Army (Enchantment: Close Combat Weapon)

+3 Str

Shield Enchantments

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Metallo Astrale

max 1 per Army (Enchantment: Shield)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Wild Warding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Metallo Astrale

max 1 per Army (Enchantment: Shield)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Fortress of Faith

max 1 per Army (Enchantment: Shield)

Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Shield of Volund

max 1 per Army (Enchantment: Shield)

Immune (Fury, Lethal Strike).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Nebbia Oscurante

max 1 per Army (Enchantment: Shield)

Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.

Wild Warding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Metallo Astrale

max 1 per Army (Enchantment: Suit of Armour)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Metallo Astrale

max 1 per Army (Enchantment: Suit of Armour)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Metallo Astrale

max 1 per Army (Enchantment: Suit of Armour)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sun's Embrace

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Distracting (1).

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Vincolo di Kadim

max 1 per Army (Enchantment: Shield)

Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Witchfire Guard

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).

Metallo Astrale

max 1 per Army (Enchantment: Suit of Armour)

La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.

Vespertino (Scudo)

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Height 5.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.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Sigil of Protection

max 1 per Army (Enchantment: Shield)

Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.

Leadership Skills

Battleline Hero

max 1 per Army

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

Trusted Adviser

max 1 per Army

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

Arcane Volcanist

max 1 per Army

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

Curse Of Lycanthropy

max 1 per Army

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

Innovative Leader

max 1 per Army

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

Banner enchantement

Goga Cauldron

max 3 per Army

Models with Goblin Cunning only.
One use only. May be activated at the start of any Player Turn. Until the end of the Player Turn, the bearer’s unit gains Fearless and Unstable.

Stalker’s Standard

max 2 per Army

The bearer’s unit gains Strider.

Sheltering Standard

max 2 per Army

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

Flaming Standard

max 2 per Army

The bearer’s unit gains Flaming Attacks (Melee & Shooting).

Aether Icon

max 2 per Army

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

Banner Of Recruitment

max 1 per Army

The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.

Banner of Discipline

max 3 per Army

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 Speed

max 3 per Army

A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.

Distortion Emblem

max 1 per Army

One use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.

Racial Trait Spell

The Orcs and Goblins Hereditary Spell is divided into two versions, each of which can only be cast by a certain Wizard, as specified in the spell description.

getto Tipo Durata Effetto
Guile And Fury Cannot be cast by Goblin Witches.
The target gains +1 to hit, and its Charge Range, Flee Distance, and Pursuit Distance are all increased by 1″.
Mf 9++ Augment
Gamma 24"
One Turn
Cannot be cast by Goblin Witches.
The target gains +1 to hit, and its Charge Range, Flee Distance, and Pursuit Distance are all increased by 1″.

Racial Trait Spell

getto Tipo Durata Effetto
Guile and Fury Cannot be cast by Orc Shamans.
The target suffers −1 to hit, and its Charge Range, Flee Distance, and Pursuit Distance are reduced by 1″.
Mf 9++ Hex
Gamma 24"
One Turn
Cannot be cast by Orc Shamans.
The target suffers −1 to hit, and its Charge Range, Flee Distance, and Pursuit Distance are reduced by 1″.

Army Organisation

Characters

Characters

(40% Max)

Core

Core

(25% Min)

Special

Special

(No Limit)

Brood Rivalry

Brood Rivalry

(No Limit)

Big and Nasty

Big and Nasty

(0 Max)

Goblin Cunning

Goblin Cunning

(No Limit)

Death From Above

Death From Above

(25% Max)

Darrmu Army

Characters

Characters

(40% Max)

Core

Core

(25% Min)

Special

Special

(No Limit)

Brood Rivalry

Brood Rivalry

(10% Max)

Big and Nasty

Big and Nasty

(0 Max)

Goblin Cunning

Goblin Cunning

(No Limit)

Death From Above

Death From Above

(30% Max)

Tribe Amy

Characters

Characters

(40% Max)

Core

Core

(25% Min)

Special

Special

(No Limit)

Brood Rivalry

Brood Rivalry

(No Limit)

Big and Nasty

Big and Nasty

(0 Max)

Goblin Cunning

Goblin Cunning

(10% Max)

Death From Above

Death From Above

(20% Max)

Characters
Characters Brood Rivalry

Orc Warlord

220pti
mod. singolo Rarity: Common
Max 1 Modelli/Esercito
Max 600 pti
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 9
Difensive Vit Dif Res Arm
3 6 5 3
Offensive Att Off For Pen Agi
Orc Warlord 4 6 5 2 4

Enchantment options

100 pts
75 pts
70 pts
40 pts
35 pts
110 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts

Command group options

free
Max one General by Army Max 1 entry

Artefacts

45 pts
40 pts
35 pts
35 pts
30 pts

Options

fino a 200 pts
5 pts
50 pts
10 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
15 pts
25 pts
50 pts
35 pts
30 pts
70 pts
20 pts
70 pts
50 pts
35 pts
30 pts
25 pts
25 pts
free

Potions and Scrolls

55 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry

(foot only)

free
90 pts
65 pts
160 pts
20 pts
Characters Brood Rivalry

Iron Orc Loner

175pti
mod. singolo Rarity: Common
Max 600 pti
Max 2 Modelli/Esercito
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 9
Difensive Vit Dif Res Arm
3 6 5 3
Offensive Att Off For Pen Agi
Iron Orc Loner 4 6 5 2 4

Enchantment options

25 pts
100 pts
75 pts
70 pts
40 pts
35 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
70 pts
50 pts
35 pts
30 pts
25 pts
25 pts
110 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
25 pts
25 pts
30 pts
35 pts
50 pts
50 pts
50 pts
50 pts

Artefacts

45 pts
40 pts
35 pts
35 pts
30 pts

Options

fino a 200 pts

Potions and Scrolls

55 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry

(foot only)

free
175 pts
190 pts
260 pts
20 pts
Characters Brood Rivalry

Brood Alpha

45pti
mod. singolo Rarity: Common
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
2 5 4 2
Offensive Att Off For Pen Agi
Brood Alpha 2 5 4 2 3

Enchantment options

100 pts
75 pts
70 pts
40 pts
35 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts

Options

fino a 50 pts
5 pts
50 pts
5 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
5 pts
25 pts
10 pts
70 pts
50 pts
35 pts
30 pts
25 pts
25 pts

Leadership Options

free
75 pts

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Artefacts

45 pts
40 pts
35 pts
35 pts
30 pts

Potions and Scrolls

55 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Mount Options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry

(foot only)

free
25 pts
90 pts
Characters Brood Rivalry

Orc Shaman

270pti
mod. singolo Rarity: Common
Max 2 Modelli/Esercito (Darrmu Army)
Max 600 pti
Max 2 Modelli/Esercito (Army Organisation)
Max 4 Modelli/Esercito (Tribe Amy)
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
3 3 5 1
Offensive Att Off For Pen Agi
Orc Shaman 2 3 4 1 2

Enchantment options

110 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
100 pts
75 pts
70 pts
40 pts
35 pts

Artefacts

55 pts
50 pts
45 pts
40 pts
35 pts
35 pts
30 pts

Magic options

free
150 pts
free
free
free

Potions and Scrolls

55 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Command group options

free
Max one General by Army Max 1 entry
free

Options

fino a 100 pts
5 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry

(foot only)

free
30 pts
60 pts
140 pts
20 pts
Characters Goblin Cunning

Goblin Demagogue

60pti
mod. singolo Rarity: Common
Max 3 Modelli/Esercito (Tribe Amy)
Max 600 pti
Max 6 Modelli/Esercito (Darrmu Army)
Max 3 Modelli/Esercito (Army Organisation)
Increment When on Gargantula to 100
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
3 4 4 2
Offensive Att Off For Pen Agi
Goblin Demagogue 3 4 4 2 5

Enchantment options

100 pts
75 pts
70 pts
40 pts
35 pts
110 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
100 pts
75 pts
70 pts
40 pts
35 pts

Artefacts

45 pts
40 pts
35 pts
35 pts
30 pts

Command group options

25 pts
Max one General by Army Max 1 entry
free

(0-1 per Army)

75 pts

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-3 per Army, 0-3 per Army)

20 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
free

Potions and Scrolls

55 pts
50 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Options

fino a 100 pts
5 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts
10 pts
70 pts
50 pts
35 pts
30 pts
25 pts
25 pts
10 pts
25 pts
50 pts
35 pts
30 pts
70 pts
5 pts
50 pts
5 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry

(foot only)

free
35 pts
10 pts
85 pts
90 pts
10 pts
400 pts
Characters Goblin Cunning

Goblin Witch

270pti
mod. singolo Rarity: Common
Max 3 Modelli/Esercito (Army Organisation)
Max 600 pti
Max 3 Modelli/Esercito (Tribe Amy)
Max 4 Modelli/Esercito (Darrmu Army)
Increment When Gargantula to 200
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
3 2 3 1
Offensive Att Off For Pen Agi
Goblin Witch 1 2 2 0 3

Enchantment options

100 pts
75 pts
70 pts
40 pts
35 pts
110 pts
70 pts
50 pts
50 pts
35 pts
30 pts
25 pts
25 pts

Magic options

free
150 pts
free
free
free

Artefacts

(0-1 item per Unit, 0-1 item per Unit)

60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
35 pts
30 pts

Command group options

free
Max one General by Army Max 1 entry
30 pts

Potions and Scrolls

55 pts
50 pts
50 pts
40 pts
40 pts
35 pts
30 pts
20 pts
20 pts

Options

fino a 100 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry

(foot only)

free
25 pts
10 pts
40 pts
40 pts
10 pts
310 pts
Characters Goblin Cunning

Gogtuk Initiate

50pti
mod. singolo Rarity: Common
Max 4 Modelli/Esercito (Tribe Amy)
Max 600 pti
Max 4 Modelli/Esercito (Army Organisation)
Max 8 Modelli/Esercito (Darrmu Army)
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
4" 4" 7
Difensive Vit Dif Res Arm
2 4 3 1
Offensive Att Off For Pen Agi
Gogtuk Initiate 2 4 4 2 4

Options

(0-3 Units per Army, 0-3 Units per Army, 0-6 Units per Army)

free

(0-3 Units per Army, 0-3 Units per Army, 0-6 Units per Army)

free

(0-3 Units per Army, 0-3 Units per Army, 0-6 Units per Army)

5 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
free
Characters Goblin Cunning

Mad Git

55pti
mod. singolo Rarity: Common
Max 3 Modelli/Esercito (Army Organisation)
Max 600 pti
Max 6 Modelli/Esercito (Darrmu Army)
Max 3 Modelli/Esercito (Tribe Amy)
Height:Standard
Base:25
Globali Mar Ava Dis Regole del modello
2D6" 2D6" 7
Difensive Vit Dif Res Arm
2 4 3 1
Offensive Att Off For Pen Agi
Mad Git 4 4 2 4
Characters

Mount Pet Monster

mod. singolo Rarity: Common
Max 3 Modelli/Esercito
Height:Large
Base:40x40
Globali Mar Ava Dis Regole del modello
7" 7" C
Difensive Vit Dif Res Arm
C C 4 C+1
Offensive Att Off For Pen Agi
Pet Monster 4 4 5 2 5
Pet Monster:

Options

10 pts
Characters

Mount Gargantula

mod. singolo Rarity: Common
Max 1 Modelli/Esercito
Height:Gigantic
Base:100x150
Globali Mar Ava Dis Regole del modello
7" 7" C
Difensive Vit Dif Res Arm
8 3 6 3
Offensive Att Off For Pen Agi
Goblin(8) 1 2 2 0 3
Gargantula 6 3 6 3 4
Characters Big ’n Nasty

Mount Wyvern

mod. singolo Rarity: Common
Max 1 Modelli/Esercito (Army Organisation)
Max 1 Modelli/Esercito (Darrmu Army)
Max 2 Modelli/Esercito (Tribe Amy)
Height:Large
Base:50x50
Globali Mar Ava Dis Regole del modello
8" 8" C
Difensive Vit Dif Res Arm
4 C 5 4
Offensive Att Off For Pen Agi
Wyvern 4 5 6 3 4

Options

20 pts
Characters

Mount Grunter Chariot

mod. singolo Rarity: Common
Max 3 Modelli/Esercito
Height:Large
Base:50x100
Globali Mar Ava Dis Regole del modello
4" 7" C
Difensive Vit Dif Res Arm
4 C 5 C+2
Offensive Att Off For Pen Agi
Grunter(2) 1 3 4 1 3
Chassis 5 2
Core
Core Goblin Cunning

Goblin Rabble

180pti + 5 pti/modello extra
25-60 modello Rarity: Common
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
4" 4" 6
Difensive Vit Dif Res Arm
1 2 3 0
Offensive Att Off For Pen Agi
Goblin 1 2 2 0 3

Command group options

15 pts
5 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-3 per Army, 0-3 per Army)

20 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

(0-100 per Army)

1 pts/mod.
free
free

(0-1 Units per Army, 0-2 Units per Army, 0-1 Units per Army)

2 pts/mod.
Core Goblin Cunning

Goblin Reavers

160pti + 8 pti/modello extra
8-25 modello Rarity: Common
Max 3 Modelli/Esercito (Tribe Amy)
Max 3 Modelli/Esercito (Army Organisation)
Max 4 Modelli/Esercito (Darrmu Army)
Height:Standard
Base:25x50
Globali Mar Ava Dis Regole del modello
8" 8" 6
Difensive Vit Dif Res Arm
1 2 3 2
Offensive Att Off For Pen Agi
Goblin 1 2 2 0 3
Beastie 2 3 3 1 3

Command group options

15 pts
5 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-3 per Army, 0-3 per Army)

20 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

(0-2 Units per Army, 0-2 Units per Army, 0-3 Units per Army)

2 pts/mod.
free
3 pts/mod.
Core Brood Rivalry

Feral Orcs

230pti + 10 pti/modello extra
25-50 modello Rarity: Common
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 7
Difensive Vit Dif Res Arm
1 2 4 0
Offensive Att Off For Pen Agi
Feral Orc 1 3 4 0 2

Command group options

15 pts
5 pts

(0-1 per Army)

no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
free

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

free

(0-100 per Army)

1 pts/mod.
Core Brood Rivalry

Feral Orc Marauders

240pti + 20 pti/modello extra
10-25 modello Rarity: Common
Max 2 Modelli/Esercito (Army Organisation)
Max 2 Modelli/Esercito (Darrmu Army)
Max 4 Modelli/Esercito (Tribe Amy)
Height:Standard
Base:25x50
Globali Mar Ava Dis Regole del modello
14" 7" 6
Difensive Vit Dif Res Arm
1 2 4 2
Offensive Att Off For Pen Agi
Feral Orc 1 3 4 0 2
Grunter 1 3 4 1 3

Command group options

15 pts
5 pts

(0-1 per Army)

2 pts

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

free
Core Brood Rivalry

Veteran Orcs

220pti + 12 pti/modello extra
20-40 modello Rarity: Common
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
1 4 4 1
Offensive Att Off For Pen Agi
Veteran Orc 1 4 4 1 2

Command group options

15 pts
5 pts

(0-1 per Army)

free

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

free
2 pts/mod.
2 pts/mod.
1 pts/mod.

(0-100 per Army)

1 pts/mod.
Core Brood Rivalry

Veteran Orc Marauders

195pti + 28 pti/modello extra
5-15 modello Rarity: Common
Max 1 Modelli/Esercito (Darrmu Army)
Max 3 Modelli/Esercito (Tribe Amy)
Max 1 Modelli/Esercito (Army Organisation)
Height:Standard
Base:25x50
Globali Mar Ava Dis Regole del modello
7" 7" 8
Difensive Vit Dif Res Arm
1 4 4 3
Offensive Att Off For Pen Agi
Veteran Orc 1 4 4 1 2
Grunter 1 3 4 1 3

Command group options

15 pts
5 pts

(0-1 per Army)

free

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
free

Options

free
Special
Special Brood Rivalry

Iron Orcs

270pti + 19 pti/modello extra
15-30 modello Rarity: Common
Max 3 Modelli/Esercito (Tribe Amy)
Max 1 Modelli/Esercito (Darrmu Army)
Max 1 Modelli/Esercito (Army Organisation)
Height:Standard
Base:25x25
Globali Mar Ava Dis Regole del modello
4" 4" 8
Difensive Vit Dif Res Arm
1 5 4 2
Offensive Att Off For Pen Agi
Iron Orc 1 5 4 2 2

Command group options

15 pts
15 pts

(0-1 per Army)

80 pts

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts

Options

2 pts/mod.

(0-100 per Army)

2 pts/mod.
Special Brood Rivalry

Iron Orc Chariots

210pti + 170 pti/modello extra
1-2 modello Rarity: Common
Max 2 Modelli/Esercito (Army Organisation)
Max 3 Modelli/Esercito (Tribe Amy)
Max 2 Modelli/Esercito (Darrmu Army)
Max 2 Models by Army (Army Organisation)
Max 2 Models by Army (Darrmu Army)
Max 4 Models by Army (Tribe Amy)
Height:Large
Base:50x100
Globali Mar Ava Dis Regole del modello
7" 7" 7
Difensive Vit Dif Res Arm
4 5 5 2
Offensive Att Off For Pen Agi
Iron Orc(2) 1 5 4 2 2
Grunter(2) 1 3 4 1 3
Chassis 5 2

Options

50 pts

Command Group Options

15 pts
15 pts

(0-1 per Army)

no limit

(0-3 per Army)

45 pts

(0-1 per Army)

40 pts

(0-2 per Army)

35 pts

(0-2 per Army)

30 pts

(0-1 per Army)

25 pts

(0-2 per Army)

20 pts

(0-3 per Army)

20 pts

(0-2 per Army)

10 pts
Special Goblin Cunning Death From Above

Gogtuk Neophytes

160pti + 11 pti/modello extra
10-20 modello Rarity: Common
Max 1 Modelli/Esercito (Army Organisation)
Max 2 Modelli/Esercito (Darrmu Army)
Max 1 Modelli/Esercito (Tribe Amy)
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
4" 4" 7
Difensive Vit Dif Res Arm
1 3 3 1
Offensive Att Off For Pen Agi
Gogtuk Neophyte 2 3 3 1 3

Command group options

15 pts
15 pts

Options

(0-15 Models per Unit)

1 pts/mod.
Special Goblin Cunning

Goblin Chariots

220pti + 100 pti/modello extra
2-3 modello Rarity: Common
Max 3 Modelli/Esercito (Darrmu Army)
Max 2 Modelli/Esercito (Tribe Amy)
Max 2 Modelli/Esercito (Tribe Amy)
Height:Large
Base:50x100
Globali Mar Ava Dis Regole del modello
4" 8" 6
Difensive Vit Dif Res Arm
4 2 4 2
Offensive Att Off For Pen Agi
Goblin 1 2 2 0 3
Beastie 2 3 3 1 3
Chassis 5 2
Special

Grotling Scrap Wagon

100pti
mod. singolo Rarity: Common
Max 3 Modelli/Esercito
Height:Large
Base:50x100
Globali Mar Ava Dis Regole del modello
3D6" 3D6" 4
Difensive Vit Dif Res Arm
6 2 4 1
Offensive Att Off For Pen Agi
Grotlings 6 2 2 1 2
Chassis 4 3 3
Special

Grotlings

150pti + 20 pti/modello extra
3-6 modello Rarity: Common
Max 3 Modelli/Esercito
Height:Standard
Base:40x40
Globali Mar Ava Dis Regole del modello
8" 4" 4
Difensive Vit Dif Res Arm
5 2 2 0
Offensive Att Off For Pen Agi
Grotlings 5 2 2 0 3
Grotlings:
Special

Gnasher Dashers

155pti + 15 pti/modello extra
10-15 modello Rarity: Common
Height:Standard
Base:20x20
Globali Mar Ava Dis Regole del modello
5" 5" 5
Difensive Vit Dif Res Arm
1 2 3 0
Offensive Att Off For Pen Agi
Gnasher 2 4 5 2 4
Special Goblin Cunning Death From Above

Goblin Artillery

90pti
mod. singolo Rarity: Common
Max 3 Modelli/Esercito (Tribe Amy)
Max 3 Modelli/Esercito (Army Organisation)
Max 6 Modelli/Esercito (Darrmu Army)
Height:Standard
Base:75
Globali Mar Ava Dis Regole del modello
4" 0" 6
Difensive Vit Dif Res Arm
5 1 4 1
Offensive Att Off For Pen Agi
Goblin Crew 3 2 2 0 3

Options

(0-2 Units per Army, 0-4 Units per Army, 0-2 Units per Army)

free

(0-2 Units per Army, 0-3 Units per Army, 0-2 Units per Army)

90 pts

(0-1 Units per Army, 0-1 Units per Army, 0-2 Units per Army)

110 pts
Special Brood Rivalry

Giant

290pti
mod. singolo Rarity: Common
Max 2 Modelli/Esercito (Army Organisation)
Max 3 Modelli/Esercito (Tribe Amy)
Max 2 Modelli/Esercito (Darrmu Army)
Height:Gigantic
Base:50x75
Globali Mar Ava Dis Regole del modello
7" 7" 8
Difensive Vit Dif Res Arm
8 3 5 1
Offensive Att Off For Pen Agi
Giant 5 3 5 2 3

Options

20 pts
free
free
25 pts
Special Goblin Cunning

Guardian Behemoth

290pti
mod. singolo Rarity: Common
Max 1 Modelli/Esercito (Tribe Amy)
Max 2 Modelli/Esercito (Darrmu Army)
Max 1 Modelli/Esercito (Army Organisation)
Height:Gigantic
Base:50x100
Globali Mar Ava Dis Regole del modello
7" 7" 6
Difensive Vit Dif Res Arm
6 3 6 1
Offensive Att Off For Pen Agi
Rider(4) 1 2 2 0 3
Gogyag Behemoth 6 3 6 3 4

Options

30 pts
10 pts
20 pts
40 pts
50 pts
Special

Great Green Idol

400pti
mod. singolo Rarity: Common
Max 2 Modelli/Esercito (Army Organisation)
Max 1 Modelli/Esercito (Tribe Amy)
Max 1 Modelli/Esercito (Darrmu Army)
Height:Gigantic
Base:100x100
Globali Mar Ava Dis Regole del modello
6" 6" 8
Difensive Vit Dif Res Arm
7 2 8 3
Offensive Att Off For Pen Agi
Great Green Idol 3 2 6 3 2