Correspondence of translations with another language
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              Agguato Speciale
              
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          Special Ambush
          
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              Alto
              
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          Tall
          
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              Paura
              
               
                  Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                 
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          Fear
          
           
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             
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              Mago Apprendista
              
               
                  - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                 
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          Wizard Apprentice
          
           
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             
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              Arma a Una Mano
              
               
                  All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                 
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          Hand Weapon
          
           
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             
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              Armatura Leggera
              
               
                  armatura +1
                 
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          Light Armour
          
           
              Armor +1
             
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              Armatura Pesante
              
               
                  armatura +2
                 
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          Heavy Armour
          
           
              +2 Armor
             
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              Colpi d'Impatto
              
               
                  At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                 
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          Impact Hits
          
           
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             
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              Avanguardia
              
               
                  After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                 
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          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
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              Beast Taker
              
               
                  Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain [b]Lethal Strike (against Beast, Cavalry)[/b].
                 
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          Beast Taker
          
           
              Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain [b]Lethal Strike (against Beast, Cavalry)[/b].
             
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              Insignificante
              
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          Insignificant
          
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              Bersaglio Difficile
              
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          Hard Target
          
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              Scudo
              
               
                  +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                 
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          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
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              Non Può Essere Calpestato
              
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          Cannot be Stomped
          
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              Presidiante
              
               
                  Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                 
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          Scoring
          
           
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             
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              Construct
              
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          Construct
          
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              Impassibile
              
               
                  If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                 
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          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
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              Falcata Rapida
              
               
                  When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                 
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          Swiftstride
          
           
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             
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              Viaggiatore
              
               
                  The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                 
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          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
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              Deeds not Words
              
               
                  The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
                 
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          Deeds not Words
          
           
              The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
             
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              Terrore
              
               
                  The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                 
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          Terror
          
           
              The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
             
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              Fuga Simulata
              
               
                  A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                 
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          Feigned Flight
          
           
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             
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              Makhar Battle Fever
              
               
                  Units with more than half of their models with Makhar Battle Fever [b]must[/b] reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains [b]Devastating Charge (Fearless, Hard Target (1))[/b].
                 
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          Makhar Battle Fever
          
           
              Units with more than half of their models with Makhar Battle Fever [b]must[/b] reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains [b]Devastating Charge (Fearless, Hard Target (1))[/b].
             
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              Volo
              
               
                  The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                 
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          Fly
          
           
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             
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              Follow The Herd
              
               
                  The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
                 
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          Follow The Herd
          
           
              The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.
             
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              Furia
              
               
                  At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
                 
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          Frenzy
          
           
              At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
             
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              Giant See, Giant Do
              
               
                  Universal Rule.
The model gains Battle Fever.
                 
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          Giant See, Giant Do
          
           
              Universal Rule.
The model gains Battle Fever.
             
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              Hell-Forged Armour
              
               
                  Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
                 
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          Hell-Forged Armour
          
           
              Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
             
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              Lancia Leggera
              
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          Light Lance
          
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              Truppe Leggere
              
               
                  Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                 
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          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
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              Makhar Lance
              
               
                  Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded
                 
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          Makhar Lance
          
           
              Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded
             
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              Mount
              
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          Mount
          
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              Parting Shot
              
               
                  As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction.
                 
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          Parting Shot
          
           
              As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction.
             
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              Path of the Favoured
              
               
                  Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
                 
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          Path of the Favoured
          
           
              Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
             
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              Presenza Torreggiante
              
               
                  The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                 
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          Towering Presence
          
           
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             
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              Rage
              
               
                  Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
                 
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          Rage
          
           
              Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
             
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              Recurse Bow
              
               
                  Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
                 
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          Recurse Bow
          
           
              Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
             
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              Recurve Bow
              
               
                  Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
                 
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          Recurve Bow
          
           
              Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.
             
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              Stampede
              
               
                  Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
                 
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          Stampede
          
           
              Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).
             
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              Destiny's Call
              
               
                  Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
                 
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          Destiny's Call
          
           
              Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
             
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              Arcane Volcanist
              
               
                  Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
                 
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          Arcane Volcanist
          
           
              Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
             
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              Infusione di basalto
              
               
                  The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                 
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          Basalt Infusion
          
           
              +1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
             
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              Battleline Hero
              
               
                  The range of the model’s Commanding Presence is increased to 18″.
                 
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          Battleline Hero
          
           
              The range of the model’s Commanding Presence is increased to 18″.
             
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              Pergamena vincolante
              
               
                  One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                 
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          Binding Scroll
          
           
              May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
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              Mammoth-Hide Cloak
              
               
                  The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
                 
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          Mammoth-Hide Cloak
          
           
              The wearer gains +1 Armour. Attacks against the wearer can [b]never[/b] have a Strength above 5.
             
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              Cimelio magico
              
               
                  The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                 
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          Magical Heirloom
          
           
              The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
             
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              Turul Radiant Headdress
              
               
                  The bearer gains [b]Distracting[/b] and [b]Terror[/b].
                 
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          Turul Radiant Headdress
          
           
              The bearer gains [b]Distracting[/b] and [b]Terror[/b].
             
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              Corona del re mago
              
               
                  During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                 
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          Crown of the Wizard King
          
           
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             
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              Curse Of Lycanthropy
              
               
                  One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
                 
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          Curse Of Lycanthropy
          
           
              One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
             
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| 
              Dragon’s Brew
              
               
                  Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
                 
               | 
        
          Dragon’s Brew
          
           
              Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
             
           | 
      
| 
              Endless Plain
              
               
                  After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that [b]must[/b] be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
                 
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          Endless Plain
          
           
              After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that [b]must[/b] be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
             
           | 
      
| 
              Spirit of the Herd
              
               
                  Model parts without Harnessed in the bearer's unit gain [b]Devastating Charge (Lightning Reflexes)[/b].
                 
               | 
        
          Spirit of the Herd
          
           
              Model parts without Harnessed in the bearer's unit gain [b]Devastating Charge (Lightning Reflexes)[/b].
             
           | 
      
| 
              Giant Slayer
              
               
                  Crush Attack. This Crush Attack always hits on 4+.
                 
               | 
        
          Giant Slayer
          
           
              Crush Attack. This Crush Attack always hits on 4+.
             
           | 
      
| 
              Hawthorne Curse
              
               
                  Attacks made with this weapon gain [b]Devastating Charge (+2 Str, +2 AP)[/b] and become [b]Magical Attacks[/b]. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, [b]Area Attack (1×5)[/b], [b]Reload![/b], [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
                 
               | 
        
          Hawthorne Curse
          
           
              Attacks made with this weapon gain [b]Devastating Charge (+2 Str, +2 AP)[/b] and become [b]Magical Attacks[/b]. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, [b]Area Attack (1×5)[/b], [b]Reload![/b], [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
             
           | 
      
| 
              Innovative Leader
              
               
                  An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
                 
               | 
        
          Innovative Leader
          
           
              An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
             
           | 
      
| 
              Sterminatrice di re
              
               
                  The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                 
               | 
        
          King Slayer
          
           
              Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
             
           | 
      
| 
              Luce purificante
              
               
                  At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
                 
               | 
        
          Vorpal Binding
          
           
              Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
             
           | 
      
| 
              Monile portafortuna
              
               
                  One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                 
               | 
        
          Mimic Cloak
          
           
              Stand Behind. The wearer’s loses Stubborn and Bodyguard and cannot gain either in any way; in addition the model cannot make any Supporting Attacks.
             
           | 
      
| 
              Pozione della rapidit
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                 
               | 
        
          Potion of Swiftness
          
           
              +3 Agi.
             
           | 
      
| 
              Wildfire Burst
              
               
                  This weapon has Shots 4, Str 4, AP 1 and [b]always[/b] hits on 3+. Attacks made with this weapon gain [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. 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.
                 
               | 
        
          Wildfire Burst
          
           
              This weapon has Shots 4, Str 4, AP 1 and [b]always[/b] hits on 3+. Attacks made with this weapon gain [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. 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.
             
           | 
      
| 
              Talismano di protezione
              
               
                  The bearer gains Aegis (5+).
                 
               | 
        
          Talisman of Shielding
          
           
              Aegis (5+).
             
           | 
      
| 
              Talismano del vuoto
              
               
                  The bearer gains Channel (1).
                 
               | 
        
          Talisman of the Void
          
           
              Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
             
           | 
      
| 
              Tocco di grandigia
              
               
                  Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                 
               | 
        
          Touch of Greatness
          
           
              +1 Str and +1 AP.
             
           | 
      
| 
              Troll Tonic
              
               
                  Fortitude (5+).
                 
               | 
        
          Troll Tonic
          
           
              Fortitude (5+).
             
           | 
      
| 
              Trusted Adviser
              
               
                  When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
                 
               | 
        
          Trusted Adviser
          
           
              When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
             
           | 
      
| 
              Warding of Unity
              
               
                  Attached and Resistance (Melee Attacks).
                 
               | 
        
          Warding of Unity
          
           
              Attached and Resistance (Melee Attacks).
             
           | 
      
| 
              Wild Warding
              
               
                  +3 Arm. The Armour Value can never be improved beyond 5.
                 
               | 
        
          Wild Warding
          
           
              +3 Arm. The Armour Value can never be improved beyond 5.
             
           | 
      
| IT | EN | 
|---|---|
| 
              Aether Icon
              
               
                  The bearer’s unit gains Magic Resistance (1).
                 
               | 
        
          Aether Icon
          
           
              The bearer’s unit gains Magic Resistance (1).
             
           | 
      
| 
              Banner Of Recruitment
              
               
                  The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
                 
               | 
        
          Banner Of Recruitment
          
           
              The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
             
           | 
      
| 
              Flaming Standard
              
               
                  The bearer’s unit gains Flaming Attacks (Melee & Shooting).
                 
               | 
        
          Flaming Standard
          
           
              The bearer’s unit gains Flaming Attacks (Melee & Shooting).
             
           | 
      
| 
              Sheltering Standard
              
               
                  Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
                 
               | 
        
          Sheltering Standard
          
           
              Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
             
           | 
      
| 
              Stalker’s Standard
              
               
                  The bearer’s unit gains Strider.
                 
               | 
        
          Stalker’s Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
      
| 
              Wasteland Torch
              
               
                  The bearer's unit gains [b]Strider (Ruins)[/b]. After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains [b]Flaming Attacks[/b] in the First Round of Combat.
                 
               | 
        
          Wasteland Torch
          
           
              The bearer's unit gains [b]Strider (Ruins)[/b]. After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains [b]Flaming Attacks[/b] in the First Round of Combat.
             
           |