Correspondence of translations with another language
| IT | EN | 
|---|---|
| 
              Distrarre
              
               
                  Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                 
               | 
        
          Distracting
          
           
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             
           | 
      
| 
              Egida
              
               | 
        
          Aegis
          
           | 
      
| 
              Alabarda
              
               
                  Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 
               | 
        
          Halberd
          
           
              Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
           | 
      
| 
              Imbrigliato
              
               
                  Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                 
               | 
        
          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              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
.
                 
               | 
        
          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
.
             
           | 
      
| 
              Arco dell'aspide
              
               
                  Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                 
               | 
        
          Aspen Bow
          
           
              Shooting Weapon. 
Range 24", Shots 1, Str 3, AP 0, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
             
           | 
      
| 
              Arca sacra
              
               
                  Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
                 
               | 
        
          Sacred Ark
          
           
              Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.
             
           | 
      
| 
              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
                 
               | 
        
          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
             
           | 
      
| 
              Armatura Leggera
              
               
                  armatura +1
                 
               | 
        
          Light Armour
          
           
              Armor +1
             
           | 
      
| 
              Armatura Pesante
              
               
                  armatura +2
                 
               | 
        
          Heavy Armour
          
           
              +2 Armor
             
           | 
      
| 
              Attacchi Venefici
              
               
                  If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                 
               | 
        
          Poison Attacks
          
           
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             
           | 
      
| 
              Attacchi Magici
              
               
                  The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                 
               | 
        
          Magical Attacks
          
           
              The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              Autonomo
              
               
                  ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
                 
               | 
        
          Autonomous
          
           
              ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              Scudo
              
               
                  +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                 
               | 
        
          Shield
          
           
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             
           | 
      
| 
              Uniti nella morte
              
               
                  Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
                 
               | 
        
          Bound in Death
          
           
              Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
             
           | 
      
| 
              Infiammabile
              
               | 
        
          Flammable
          
           | 
      
| 
              Canalizzare
              
               
                  During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
                 
               | 
        
          Channel
          
           
              During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              Carica Devastante
              
               
                  Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                 
               | 
        
          Devastating Charge
          
           
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             
           | 
      
| 
              Catapulta ossario
              
               
                  Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
                 
               | 
        
          Charnel Catapult
          
           
              Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
             
           | 
      
| 
              Schiere di carri
              
               
                  Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                 
               | 
        
          Chariot Host
          
           
              Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
             
           | 
      
| 
              Schiere di carri
              
               
                  Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
                 
               | 
        
          Chariot Host
          
           
              Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).
             
           | 
      
| 
              Onda chitinosa
              
               
                  Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
                 
               | 
        
          Chitinous Tide
          
           
              Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.
             
           | 
      
| 
              Ira del custode
              
               
                  Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
                 
               | 
        
          Guardian's Wrath
          
           
              Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.
             
           | 
      
| 
              Colpo Letale
              
               
                  If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
                 
               | 
        
          Lethal Strike
          
           
              If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              Polvere alla polvere
              
               
                  At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                 
               | 
        
          Dust to Dust
          
           
              At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
             
           | 
      
| 
              Polvere alla polvere
              
               
                  At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
                 
               | 
        
          Dust to Dust
          
           
              At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.
             
           | 
      
| 
              Luce divina
              
               
                  Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
                 
               | 
        
          Divine Light
          
           
              Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
             
           | 
      
| 
              Statua animata
              
               
                  The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                 
               | 
        
          Ensouled Statue
          
           
              The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
             
           | 
      
| 
              Statua animata
              
               
                  The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
                 
               | 
        
          Ensouled Statue
          
           
              The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
             
           | 
      
| 
              Guardia reale
              
               
                  Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
                 
               | 
        
          Royal Guard
          
           
              Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.
             
           | 
      
| 
              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.
                 
               | 
        
          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.
             
           | 
      
| 
              Passo Fantasma
              
               
                  The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
                 
               | 
        
          Ghost Step
          
           
              The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
             
           | 
      
| 
              Grande arco dell'aspide
              
               
                  Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
                 
               | 
        
          Great Aspen Bow
          
           
              Shooting Weapon. 
Range 36", Shots 1, Str 5, AP 2, Volley Fire. 
This weapon always hits on a roll equal to or greater than its Aim.
             
           | 
      
| 
              Schermagliatore
              
               
                  The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                 
               | 
        
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
      
| 
              Inanimato
              
               
                  Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                 
               | 
        
          Inanimate
          
           
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             
           | 
      
| 
              Non un Capo
              
               
                  The model cannot be the General.
                 
               | 
        
          Not a Leader
          
           
              The model cannot be the General.
             
           | 
      
| 
              Macchina da Guerra
              
               
                  The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                 
               | 
        
          War Machine
          
           
              The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
             
           | 
      
| 
              Piattaforma di Guerra
              
               
                  Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                 
               | 
        
          War Platform
          
           
              Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
             
           | 
      
| 
              Truppe Leggere
              
               
                  Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                 
               | 
        
          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
      
| 
              Maestro della pietra
              
               
                  Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
                 
               | 
        
          Master of Stone
          
           
              Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
             
           | 
      
| 
              Maledizione della mummia
              
               
                  When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
                 
               | 
        
          Mummy's Curse
          
           
              When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.
             
           | 
      
| 
              Maledizione di Phatep
              
               
                  Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
                 
               | 
        
          Phatep's Curse
          
           
              Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): 
Type: Damage, Hex, Range 36", Duration: Instant. 
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
             
           | 
      
| 
              Nonmorto
              
               
                  The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
                 
               | 
        
          Undead
          
           
              The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
             
           | 
      
| 
              Sguardo pietrificante
              
               
                  Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
                 
               | 
        
          Petrifying Gaze
          
           
              Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.
             
           | 
      
| 
              Volont imperitura
              
               
                  Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
                 
               | 
        
          Undying Will
          
           
              Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
             
           | 
      
| IT | EN | 
|---|---|
| 
              Abbraccio del sole
              
               
                  The bearer gains [b]Distracting[/b] while using this Shield.
                 
               | 
        
          Sun's Embrace
          
           
              The bearer gains [b]Distracting[/b] while using this Shield.
             
           | 
      
| 
              Lega dell'alchimista
              
               
                  The wearer gains +1 Armour and suffers −2 Offensive Skill.
                 
               | 
        
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
      
| 
              Ankh di Naptesh
              
               
                  The bearer gains [b]Hierophant[/b]. R&F models in the bearer's unit gain [b]Fortitude(6+)[/b].
                 
               | 
        
          Ankh of Naptesh
          
           
              The bearer gains [b]Hierophant[/b]. R&F models in the bearer's unit gain [b]Fortitude(6+)[/b].
             
           | 
      
| 
              Destiny's Call
              
               
                  The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
                 
               | 
        
          Destiny's Call
          
           
              The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
             
           | 
      
| 
              Scettro da battaglia
              
               
                  The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                 
               | 
        
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
      
| 
              Bendaggi benedetti
              
               
                  The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
                 
               | 
        
          Blessed Wrappings
          
           
              The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
             
           | 
      
| 
              Infusione di basalto
              
               
                  The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                 
               | 
        
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Bastone del drago
              
               
                  The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                 
               | 
        
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
      
| 
              Benedizione dello sciacallo
              
               
                  The wearer gains +2 Health Points and [b]Fortitude(5+)[/b].
                 
               | 
        
          Jackal's Blessing
          
           
              The wearer gains +2 Health Points and [b]Fortitude(5+)[/b].
             
           | 
      
| 
              Pergamena vincolante
              
               
                  One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                 
               | 
        
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
      
| 
              Iscrizioni benedette
              
               
                  Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
                 
               | 
        
          Blessed Inscriptions
          
           
              Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
             
           | 
      
| 
              Book of Arcane Mastery
              
               
                  The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
                 
               | 
        
          Book of Arcane Mastery
          
           
              The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
             
           | 
      
| 
              Libro dei morti
              
               
                  The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification:
The spell’s range is changed to 12″ Aura.
                 
               | 
        
          Book of the Dead
          
           
              The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification:
The spell’s range is changed to 12″ Aura.
             
           | 
      
| 
              Ranger's Boots
              
               
                  The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                 
               | 
        
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
      
| 
              Sfera di cristallo
              
               
                  The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
                 
               | 
        
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
             
           | 
      
| 
              Frantuma scudi
              
               
                  Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                 
               | 
        
          Shield Breaker
          
           
              Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
      
| 
              Mantello della tempesta di sabbia
              
               
                  Models on foot only.
The bearer gains Fly (5″, 15″), Light Troops,and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.
                 
               | 
        
          Sandstorm Cloak
          
           
              Models on foot only.
The bearer gains Fly (5″, 15″), Light Troops,and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.
             
           | 
      
| 
              Monile portafortuna
              
               
                  One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                 
               | 
        
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
      
| 
              Cimelio magico
              
               
                  The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                 
               | 
        
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
      
| 
              Luce purificante
              
               
                  At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
                 
               | 
        
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
             
           | 
      
| 
              Clessidra sacra
              
               
                  The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
                 
               | 
        
          Sacred Hourglass
          
           
              The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
             
           | 
      
| 
              Hero's Heart
              
               
                  The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
                 
               | 
        
          Hero's Heart
          
           
              The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
             
           | 
      
| 
              Corona dei faraoni
              
               
                  Pharaohs and Nomarchs only.
The bearer increases the range of its Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start of your next Player Turn.
                 
               | 
        
          Crown of the Pharaohs
          
           
              Pharaohs and Nomarchs only.
The bearer increases the range of its Commanding Presence by 6″. At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12″. This unit gains Undying Will until the start of your next Player Turn.
             
           | 
      
| 
              Corona del re mago
              
               
                  During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                 
               | 
        
          Crown of the Wizard King
          
           
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             
           | 
      
| 
              Corona dell'autarchia
              
               
                  The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                 
               | 
        
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
      
| 
              Vespertino (Scudo)
              
               
                  The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
                 
               | 
        
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
             
           | 
      
| 
              Mortifrago
              
               
                  The wearer gains +1 Armour and Fortitude (4+).
                 
               | 
        
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
      
| 
              Maschera funeraria di Teput
              
               
                  Enemy units in base contact with the bearer suffer -2 Offensive Skill.
                 
               | 
        
          Death Mask of Teput
          
           
              Enemy units in base contact with the bearer suffer -2 Offensive Skill.
             
           | 
      
| 
              Deicida
              
               
                  The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis
Saves with Conditional Application).
                 
               | 
        
          Godslayer
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis
Saves with Conditional Application).
             
           | 
      
| 
              Destrezza ultraterrena
              
               
                  The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
                 
               | 
        
          Supernatural Dexterity
          
           
              The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
             
           | 
      
| 
              Destrieri di Nephet-Ra
              
               
                  Models with at least one Skeletal Horse model part in the bearer’s unit gain Ghost Step and +4 March Rate.
                 
               | 
        
          Steeds of Nephet-Ra
          
           
              Models with at least one Skeletal Horse model part in the bearer’s unit gain Ghost Step and +4 March Rate.
             
           | 
      
| 
              Gemma draconica
              
               
                  The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                 
               | 
        
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Essenza di una mente libera
              
               
                  The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                 
               | 
        
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
      
| 
              Essence of Mithril
              
               
                  The wearer’s Armour is set to 5 and can never be improved beyond this.
                 
               | 
        
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
      
| 
              Flagello dei re
              
               
                  While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and must reroll failed to-wound rolls when Fighting a Duel.
                 
               | 
        
          Scourge of Kings
          
           
              While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and must reroll failed to-wound rolls when Fighting a Duel.
             
           | 
      
| 
              Forza titanica
              
               
                  Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
                 
               | 
        
          Titanic Might
          
           
              Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
             
           | 
      
| 
              Ghostly Guard
              
               
                  The wearer gains +2 Armour against non-Magical Attacks.
                 
               | 
        
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
      
| 
              Willow's Ward
              
               
                  While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                 
               | 
        
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
      
| 
              Sterminatrice di re
              
               
                  The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                 
               | 
        
          King Slayer
          
           
              The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
      
| 
              Vambraci del lampo
              
               
                  The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                 
               | 
        
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
      
| 
              Pietra d'ossidiana
              
               
                  The bearer gains Magic Resistance (2).
                 
               | 
        
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
      
| 
              Rotolo dell'essiccazione
              
               
                  After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), 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 (1) for all enemy units.
                 
               | 
        
          Scroll of Desiccation
          
           
              After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), 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 (1) for all enemy units.
             
           | 
      
| 
              Potion of Strength
              
               
                  One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                 
               | 
        
          Potion of Strength
          
           
              One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
      
| 
              Pozione della rapidit
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                 
               | 
        
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
      
| 
              Scettro del potere
              
               
                  One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                 
               | 
        
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
      
| 
              Scettro di Sekhem
              
               
                  Il portatore ottiene Determinato e Autonomo.
                 
               | 
        
          Sekhem Sceptre
          
           
              The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
             
           | 
      
| 
              Talismano di protezione
              
               
                  The bearer gains Aegis (5+).
                 
               | 
        
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
      
| 
              Talismano del vuoto
              
               
                  The bearer gains Channel (1).
                 
               | 
        
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
      
| 
              Tocco di grandigia
              
               
                  Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                 
               | 
        
          Touch of Greatness
          
           
              Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
      
| IT | EN | 
|---|---|
| 
              Icona d'etere
              
               
                  The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                 
               | 
        
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
      
| 
              Insegna della disciplina
              
               
                  The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                 
               | 
        
          Banner of Discipline
          
           
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             
           | 
      
| 
              Insegna della velocit
              
               
                  A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                 
               | 
        
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
      
| 
              Stendardo dei sepolti
              
               
                  If taken by a Character, the bearer gains Underground Ambush.
If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation.
A unit with Underground Ambush additionally counts towards Entombed.
                 
               | 
        
          Banner of the Entombed
          
           
              If taken by a Character, the bearer gains Underground Ambush.
If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation.
A unit with Underground Ambush additionally counts towards Entombed.
             
           | 
      
| 
              Insegna della compagnia implacabile
              
               
                  One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                 
               | 
        
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
      
| 
              Stendardo infuocato
              
               
                  One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                 
               | 
        
          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
           | 
      
| 
              Stendardo della legione
              
               
                  A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                 
               | 
        
          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
           | 
      
| 
              Stendardo dell'oppressore
              
               
                  The bearer’s unit gains Strider.
                 
               | 
        
          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
           | 
      
| 
              Insegna lacerante
              
               
                  One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
                 
               | 
        
          Rending Banner
          
           
              One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
             
           |