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Vermin Swarm (V3 Public Test - 6 - hotfix - 1)
Weapon Enchantments
Sterminatrice di re
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Tocco di grandigia
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Luce purificante
max 1 per Army (Enchantment: Melee Weapon)At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Black Demon Essence
max 1 per Army (Enchantment: Close Combat Weapon)Attacks made with this weapon always wound at least on a natural to-wound roll of ‵3', ‵4', ‵5' and ‵6'. Additionally, the bearer gains Fear.
Curse of the Wind God
max 1 per Army (Enchantment: Longbow)The wielder always shoots before all other models in their unit. If there is at least one successful to-hit roll of attacks with this weapon, choose one of the following Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Longbow against the same target in this phase: • Natural to-hit rolls of '1' must be rerolled. • The Armour Penetration of the attack is set to 1.
Dragon Claw
max 1 per Army (Enchantment: Katana)Attacks made with this weapon gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.
Dance of the Cherry Blossoms
max 1 per Army (Enchantment: Katana)Attacks made with this weapon gain +1 Armour Penetration. The bearer gains Kenjutsu (2). Additionally, the bearer gains Kenjutsu (1) while fighting in a Duel.
Borgionoli's Strength
max 1 per ArmyModels with Height Standard onlyThe bearer gains Crush Attack.
Sharpshooter's Eye
max 1 per ArmyModels without Towering Presence onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, Multiple Wounds (2, against Large) and Quick to Fire.
Flaming Star
max 1 per ArmyAttacks made with this weapon gain Lightning Reflexes. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks) until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Crippling Frost
max 1 per Army (Enchantment: Great Weapon)Afflict (−2 Def).
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon)Att is set to 5. Fury (towards Channel (X)).
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Watcher’s Woe
max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )Number of Shots is set to at least 3, Poison Attacks (Shooting).
Spirit of the Whirlwind
max 1 per Army (Enchantment: Paired Weapons)+1 Att, +1 Str, and +2 AP
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Models with no Magic Items and Height 1–4 only.Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Eyratöki
max 1 per Army (Enchantment: Hand Weapon)Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.
Byargfylli
max 1 per Army (Enchantment: Spear)Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.
Wicked Serrations
max 1 per Army (Enchantment: Great Weapon)While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
Rocket Arrows
max 1 per Army (Enchantment: Bow)Shots 1, Str 3 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)], Reload!
Hawthorne Curse
max 1 per Army (Enchantment: Hand Weapon)Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.
Wildfire Burst
max 1 per Army (Enchantment: Bow)This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.
Hurricane's Fury
max 1 per Army (Enchantment: Repeater Handbow)Range 18", Shots 2D6. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit until the end of the next Player Turn.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
Pestilential Wrath
max 1 per Army (Enchantment: Bloodpox Blades)Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of ‘6’ made with this weapon become Divine Attacks and gain Multiple Wounds (D3).
Toxic Incense
max 1 per Army (Dominant) (Enchantment: Plague Flail)While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.
Giant Slayer
max 1 per Army (Enchantment: Melee Weapon)Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Crippling Frost
max 1 per Army (Enchantment: Great Weapon)Afflict (−2 Def).
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon)Att is set to 5. Fury (towards Channel (X)).
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Watcher’s Woe
max 1 per Army (Enchantment: Sylvan Longbow) (Cannot be taken by Wizards )Number of Shots is set to at least 3, Poison Attacks (Shooting).
Spirit of the Whirlwind
max 1 per Army (Enchantment: Paired Weapons)+1 Att, +1 Str, and +2 AP
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Sterminatrice di re
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)+1 Att, +1 Str, and +1 AP
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Spirit Arrows
max 1 per Army (Enchantment: Sylvan Longbow)When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Height of Hubris
max 1 per Army (Enchantment: Great Weapon, Halberd)First Strike (Hatred, Multiple Wounds (2)).
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)+1 Att, +1 Str, and +1 AP
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Luce purificante
max 1 per Army (Enchantment: Melee Weapon)At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Death Warrant
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 5. Fury (towards Channel (X)).
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 5. Fury (towards Channel (X)).
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Spirit Arrows
max 1 per Army (Enchantment: Sylvan Longbow)When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Spirit Arrows
max 1 per Army (Enchantment: Sylvan Longbow)When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Tocco di grandigia
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)+1 Att, +1 Str, and +1 AP
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Bough of Wyscan
max 1 per Army (Enchantment: Sylvan Longbow)Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Cuore del Legno di Elu
max 1 per Army (Enchantment: Longbow)Quest'arma ottiene Colpi 3, For uguale a quella del portatore +1, Pen uguale a quella del portatore +1, e Attacchi Magici.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Symbol of Slaughter
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+2 Att and +2 Agi.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Secrets of the Doom Blade
max 1 per Army (Enchantment: Hand Weapon)Height 1–3 only.+1 Att, +2 AP. Maniacal Enthusiasm (To-wound roll) and Multiple Wounds (D3). Rolls this model makes on the Maniacal Enthusiasm chart gain a +2 modifier.
Scheggia dell'Alba Rovente
max 1 per Army (Enchantment: Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza, +2 Penetrazione Armatura e diventano Attacchi Magici. Ogni tiro per colpire effettuato con successo con quest'arma causa due colpi invece che uno.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
Height of Hubris
max 1 per Army (Enchantment: Great Weapon, Halberd)First Strike (Hatred, Multiple Wounds (2)).
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)+1 Att, +1 Str, and +1 AP
Height of Hubris
max 1 per Army (Enchantment: Great Weapon, Halberd)First Strike (Hatred, Multiple Wounds (2)).
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Gloria dell'Era dell'Alba
max 1 per Army (Enchantment: Light-lance, Spear)Gli attacchi effettuati con quest'arma ottengono +1 Forza e +1 Penetrazione Armatura. Inoltre, gli attacchi effettuati con quest'arma che ottengono un risultato naturale di 5+ al tiro per ferire sono soggetti alle seguenti regole: • Ottengono Ferite Multiple (2) • A meno che il bersaglio non ignori Colpo Letale, ignorano i Tiri Tempra del bersaglio e la loro Penetrazione Armatura è sempre fissata a 10.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Reaper's Harvest
max 1 per Army (Enchantment: Hand Weapon)Str is set to 10, AP is set to 10, Divine Attacks. When rolling to wound use the enemy’s Courage instead of its Resilience
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Ritual Bloodletter
max 1 per Army (Enchantment: Paired Weapons, Iron fist)Shamans only+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Scourge of Kings
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Gemelle Fameliche
max 1 per Army (Enchantment: Paired Weapons)Gli attacchi portati con quest'arma ottengono Colpo Letale e diventano Attacchi Magici. Ogniqualvolta il portatore ottiene un '6' naturale per ferire con un Attacco da Corpo a Corpo e tale attacco infligge una ferita non salvata, il portatore Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente. Non può essere Recuperato più di 1 Punto Vita per fase in tal modo.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Shield Breaker
max 1 per Army (Enchantment: Melee Weapon)+6 AP.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 5. Fury (towards Channel (X)).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Nucleo d'Onice
max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)Gli attacchi effettuati con quest'arma diventano Attacchi Infuocati Attacchi Magici ed ottengono Ferite Multiple (D3, contro Infiammabile). Inoltre, la loro Forza è fissata a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Viper's Curse
max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)Poison Attacks (Melee, Shooting).
Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Talismano del Nido di Serpi
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Non può essere presa da MaghiMentre usa quest'arma, il Numero di Attacchi del portatore è fissato a 6 e gli attacchi effettuati con quest'arma diventano Attacchi Venefici .
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon)Att is set to 5. Fury (towards Channel (X)).
Tristan's Resolve
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Giant Slayer
max 1 per Army (Enchantment: Melee Weapon)Cannot be taken by models with Height 4–5.Crush Attack. This Crush Attack always hits on 4+.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Godslayer
max 1 per Army (Enchantment: Great Weapon)+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Lacerating Touch
max 1 per Army (Enchantment: Paired Weapons)+2 AP and +2 Att.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
Occhio del Toro
max 1 per Army (Enchantment: Flintlock Axe)Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è fissata al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è fissata a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è fissato ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono Ferite Multiple (2).
Spirit Arrows
max 1 per Army (Enchantment: Sylvan Longbow)When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Spirit of the Whirlwind
max 1 per Army (Enchantment: Sylvan Blades, Sylvan Blades, Sylvan Blades)+1 Att, +1 Str, and +1 AP
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Frecce Alchemiche
max 1 per Army (Enchantment: Magnetic Short Bow)Quest'arma ha Colpi 4, For 5, AP 1. Se quest'arma infligge uno o più colpi, tutti gli altri Attacchi da Tiro simultanei con l'attributo Magnetico effettuati dall'unità del portatore ottengono +1 Forza e diventano Attacchi Magici per la durata della fase.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Height of Hubris
max 1 per Army (Enchantment: Great Weapon, Halberd)First Strike (Hatred, Multiple Wounds (2)).
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Divine Judgement
max 1 per Army (Enchantment: Light-lance, Lance)After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
Conflagrazione Stellare
max 1 per Army (Enchantment: Lance)Gli attacchi effettuati con quest'arma ottengono Carica Devastante (+1 Att) e Colpo Letale. Inoltre, essi diventano Attacchi Divini e Attacchi Magici. Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di combattimento. Il portatore conta come essere in Carica ai fini di Carica Devastante.
Hammer of Witches
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Att is set to 5. Fury (towards Channel (X)).
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Pride of Gar Daecos
max 1 per Army (Enchantment: Halberd)+1 Att and Divine Attacks.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Storm Rocket
max 1 per Army (Enchantment: Pistol)Vermin Senators and Skorchit Alchemists onlyAim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Attack Gnasher
max 1 per Army (Enchantment: Melee Weapon)The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Transcendence
max 1 per Army (Enchantment: Lance)For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Spirit Arrows
max 1 per Army (Enchantment: Sylvan Longbow)When attacking with this weapon, before rolling to hit; choose one model with Channel in the target unit.
The chosen model replaces its Channel (X) with Channel (X-1), with Duration: One Turn.
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
The Light of Sonnstahl
max 1 per Army (Enchantment: Hand Weapon)AP 10. Wounds automatically.
Uther's Mettle
max 1 per Army (Enchantment: Light-lance, Lance)+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
Height of Hubris
max 1 per Army (Enchantment: Great Weapon, Halberd)First Strike (Hatred, Multiple Wounds (2)).
True Thirst
max 1 per Army (Enchantment: Hand Weapon)Vampire Counts and Courtiers only+1 Str, +1 AP, Unholy Appetite and Vampiric (3+). If the wielder’s model has Height 4 or more, the attacks gain Vampiric (5+) instead of Vampiric (3+).
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Heart-Ripper
max 1 per Army (Enchantment: Paired Weapons, Iron fist)+1 AP, Lethal Strike and always hits at least on 3+.
Rodentium Bullets
max 2 per Army (Enchantment: Pistol)The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Omen of the Apocalypse
max 1 per Army (Enchantment: Hand Weapon)+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Fiamma d'Oriente
max 1 per Army (Enchantment: Melee Weapon)Height 1 onlyIl portatore ottiene Abbraccio Vulcanico (D3) nella Fase di Mischia mentre usa quest'arma.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Mastery of Slaughter
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes one or more unsaved wounds with this weapon, then all attacks made by Rank-and-File models in its unit, gain +1 to hit until the end of the Round of Combat.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Incisioni Ancestrali
max 3 per Army (Enchantment: Hand Weapon)solo VeggentiGli attacchi effettuati con quest'arma diventano Attacchi Magici ed ottengono +2 Forza e +2 Penetrazione Armatura. Il portatore ottiene +1 Numero di Attacchi e Distrarre mentre usa quest'arma.
Eldritch Inscriptions
max 1 per Army (Enchantment: Close Combat Weapon)Failed to-wound rolls from attacks made with this weapon must be rerolled.
Khagadai's Legacy
max 1 per Army (Enchantment: Great Weapon)Multiple Wounds (D3).
Elemental Blade
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Frantuma scudi
max 1 per Army (Enchantment: Melee Weapon)Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Hunter's Honour
max 1 per Army (Enchantment: Spear)+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Mortal Reminder
max 1 per Army (Enchantment: Great Weapon, Halberd)+1 Str, +1 AP, and Terror.
Destrezza ultraterrena
max 1 per Army (Enchantment: Melee Weapon)The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Hero's Heart
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att, and always at least Str 5 and AP 2.
Swarm Master
max 1 per Army (Enchantment: Close Combat Weapon, Melee Weapon)Models with Height 1 only.While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Burning Portent
max 1 per Army (Enchantment: Hand Weapon)Flaming Attacks and Multiple Wounds (D3), AP set to 10
Follia Fatale
max 1 per Army (Enchantment: Beast Axe)Gli attacchi effettuati con quest'arma diventano Attacchi Magici. Per ogni Attacco da Corpo a Corpo contro il modello del portatore che ottiene un tiro per colpire naturale di '1', il portatore deve effettuare un Attacco da Corpo a Corpo al medesimo Livello di Iniziativa (ciò prevale sulla consueta restrizione che vede gli Attacchi dell'Ascia della Bestia colpire sempre a Livello di Iniziativa 0). Questo attacco deve essere assegnato contro il modello (o contro la Riserva di Punti Vita) che ha generato il tiro per colpire di '1'.
Maledizione del Biancospino
max 1 per Army (Enchantment: Hand Weapon)Solo modelli senza AgguatoGli attacchi effettuati con quest'arma ottengono Carica Devastante (+2 For, +2 Pen) e diventano Attacchi Magici. Quest'arma può essere usata come un'Arma da Tiro (3+) con il seguente profilo: Gittata 18", Colpi 1, For 3 [6], Pen 10, Attacco ad Area (1×5), Ricarica!, [[b]Ferite Multiple (D3)[/b]]. Questo Attacco da Tiro non subisce mai modificatori negativi al tiro.
Oaken Might
max 1 per Army (Enchantment: Close Combat Weapon)+3 Str
Artefacts
Corona del re mago
max 1 per Army (Cannot be taken by Wizards )During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Talismano di protezione
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+).
Cimelio magico
max 1 per Army (Wizard only )Wizard onlyThe bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Talismano del vuoto
max 1 per ArmyThe bearer gains Channel (1).
Monile portafortuna
max 1 per Army (Wizard only )Cannot be taken by models with Height 4–5.One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Mempo of Blood
max 1 per ArmyThe bearer′s unit is immune to the effects of Fear and automatically passes Panic Tests caused by Terror.
General′s Kabuto
max 1 per ArmyOne use only. Must be activated when the bearer′s model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.
Dragon Pearl
max 1 per ArmyThe bearer gains Weapon Master. At the beginning of each Movement Phase, choose an enemy model in base contact with the bearer′s unit carrying a Special Item other than an enchanted Suit of Armour or a Banner enchantment. The Dragon Pearl becomes a copy of the chosen Item until the end of the turn. If an enchanted Weapon or Shield is copied, the effects of the mundane equipment are also retained by the copy.
Candle of the Void
max 1 per ArmyOne use only. This item can be used at the beginning of any phase and lasts until the end of the Player Turn. The bearer′s unit gains +4" March Rate, Swiftstride, Ghost Step and Strider. No models can join or leave the unit until the effect ends.
Mempo of Honour
max 1 per ArmyDuels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. All enemy model parts suffer -1 Attack Value while fighting in a Duel with the bearer.
Rod of the Horizons
max 1 per Army (Wizard only )Models Way of the Warrior onlyDirectly after choosing Spells, the bearer selects one of their own Spells. All Casting Attempts of this Spell with 2 or more Dice performed by the bearer are subject to Maximised Role.
Prayer Beads of the Inner Fire
max 1 per ArmyYamabushi onlyAll models in the bearer′s unit gain Ritual Meditation.
A Dirty Trick
max 1 per ArmyWhile fighting in a Duel, the bearer gains +1 Attack.
Pendant of Equality
max 1 per ArmyWhenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
The Plagiator
max 1 per ArmyThe bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
Soulcatcher
max 1 per ArmyRoll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
The Mirror Brigade
max 1 per ArmyOne use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which always have Strength 4 and Armour Penetration 1.
Pioggia Oscura
max 1 per ArmyUn solo uso. Questo Artefatto si attiva automaticamente all'inizio del primo Turno di Gioco (se in quel momento il portatore non si trova sul Campo di Battaglia, l'oggetto non può essere usato). Gli effetti durano fino alla fine del Turno di Gioco. Se il proprietario ottiene il secondo Turno del Giocatore, tutti gli Attacchi da Tiro subiscono -2 per colpire durante la Fase di Tiro nemica. Se invece il proprietario ottiene il primo Turno del Giocatore, tutti gli Attacchi da Tiro subiscono -1 per colpire durante la Fase di Tiro nemica.
Icona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Corona di Corna
max 1 per ArmyI modelli dell'unità del portatore e tutte le unità entro la gittata della sua Aura di Comando (se applicabile) superano automaticamente i Test di Disciplina eseguiti a causa di Istinto Primordiale.
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Mantle of Ullor
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Monster Munch
max 1 per Army (Dominant) (Wizard master only )Goblin Witch Wizard Masters onlyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Pan of Protection Pinchin'
max 1 per ArmyWhen successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil of your Magic Phase, the bearer may gain Channel (D3) with Duration: One Turn. If a ‘3’ is rolled for this, the bearer loses 1 HP, and this Magic Item stops working, Duration: Permanent.
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Carved Tablet
max 1 per ArmyWhen Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Death Mask of Teput
max 1 per ArmyHorror and Petrifying Gaze (See Sand Stalkers).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Steeds of Nephet-Ra
max 1 per ArmySkeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker:
• Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1.
• If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted.
Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit;
otherwise, the hit is distributed onto a randomly chosen enemy unit.
Ledger of Souls
max 1 per ArmyAfter removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Veilgate Orb
max 1 per ArmyDuring Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Harp of Bragi
max 1 per ArmyThe range of the bearer's Commanding Presence or Rally Around the Flag is always 18".
Norn's Bones
max 1 per Army (Wizard only )The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.
Zartosht's Chains
max 1 per ArmyEnemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
Breath of the Brass Bull
max 1 per ArmyCannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
Turul Radiant Headdress
max 1 per ArmyStandard Height onlyThe bearer gains Distracting and Terror.
Endless Plain
max 1 per ArmyAfter determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.
Spirit of the Herd
max 1 per ArmyModel parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).
Storm Cloak
max 1 per ArmyThe bearer gains Magic Resistance (2) and Hard Target (1).
Chest of Envoloping Fog
max 1 per Army (Foot only.)One use only. The owner may activate this Artefact at the end of any friendly Movement Phase and place a Water Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Water Terrain must fit within a circle with a diameter of 6".
Veil of Harag
max 1 per ArmyThe bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Scurrying Veil
max 1 per ArmyStandard Height models onlyThe bearer's March Rate is set to 20". Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.
Fiendish Snares
max 1 per ArmyImmediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).
Lugar's Dice
max 1 per ArmyA single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.
Crown of Hubris
max 1 per Army (Dominant)At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.
Gem of Faith's Tithe
max 1 per ArmyWhenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all.
Lifeforce Talisman
max 1 per ArmyWhenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.
Crucible Of Contagion
max 1 per ArmyPutrid Pamphlet
max 1 per ArmyThe bearer’s unit must reroll natural to-hit rolls of ‘1’
Orator’s Toga
max 2 per Army (Foot only.)The bearer gains Stand Behind and cannot issue Duels.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Bulino di Selce
max 1 per ArmyMentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).
Icona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Crown of Madness
max 1 per ArmyThe wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Mantle of Ullor
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Rod of Battle
max 1 per ArmyCrown of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Ledger of Souls
max 1 per ArmyAfter removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Veilgate Orb
max 1 per ArmyDuring Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Death Mask of Teput
max 1 per ArmyHorror and Petrifying Gaze (See Sand Stalkers).
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Steeds of Nephet-Ra
max 1 per ArmySkeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Carved Tablet
max 1 per ArmyWhen Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Monster Munch
max 1 per Army (Dominant) (Wizard master only )The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a Character, or a single model unit on the opponent’s Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Crown of Madness
max 1 per ArmyThe wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Crown of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyDuration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks, Unmodifiable) until the end of the Round of Combat. This Grind Attack is resolved with Agi 0.
(Note that Attacks made at Agi step 0 can trigger this effect.)
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Icona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Rod of Battle
max 1 per ArmyIcona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).
Crown of the Pharaohs
max 1 per ArmyModel with Undying Will only.Duration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Immortal Gauntlets
max 1 per ArmyWhen Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.
Troll Hide
max 1 per Army (Foot only.)Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Ledger of Souls
max 1 per ArmyAfter removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Veilgate Orb
max 1 per ArmyDuring Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Death Mask of Teput
max 1 per ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Cimelio magico
max 1 per Army (Wizard only )Wizard onlyThe bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Ullor’s Horn
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Carved Tablet
max 1 per ArmyCarved Wisdom (see Howdah Devices)
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Scepter of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyAt the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Tarina’s Lyre
max 1 per ArmyAny Stomp Attack made by enemy units within 8″ of the bearer suffers a −2 to-wound modifier.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Bulino di Selce
max 1 per ArmyMentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Rod of Battle
max 1 per ArmyBlessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Bulino di Selce
max 1 per ArmyMentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Death Mask of Teput
max 1 per ArmyHorror and Petrifying Gaze (See Sand Stalkers).
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Veilgate Orb
max 1 per ArmyDuring Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.
Veilgate Orb
max 1 per ArmyDuring Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Ullor’s Horn
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Carved Tablet
max 1 per ArmyCarved Wisdom (see Howdah Devices)
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Rod of Battle
max 1 per ArmyMask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Crown of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Troll Hide
max 1 per Army (Foot only.)Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Crown of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Bulino di Selce
max 1 per ArmyMentre il centro del modello del portatore si trova dentro un Elemento di Terreno Foresta, tutte le unità amiche con più di meta dei propri modelli con il centro all'interno di qualsiasi Elemento di Terreno Foresta con ottengono Resistenza alla Magia (2).
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Talismano di protezione
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Crown of the Pharaohs
max 1 per ArmyModel with Undying Will only.Duration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.
Carved Tablet
max 1 per ArmyCarved Wisdom (see Howdah Devices)
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Troll Hide
max 1 per Army (Foot only.)Models without Mount only.Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Immortal Gauntlets
max 1 per ArmyAt the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Anello dell'Essiccazione
max 1 per ArmyAll'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino Incendiario.
Idolo d'Oro di Shamut
max 1 per ArmySe il portatore è un modello di Fanteria, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (4/8).
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Death Mask of Teput
max 1 per ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Talismano del vuoto
max 1 per ArmyThe bearer gains Channel (1).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Diadema della Salvaguardia
max 1 per ArmyCannot be taken by models with Height 5.Il portatore ottiene Egida (+2, max 4+).
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Monster Munch
max 1 per Army (Dominant) (Wizard master only )The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Veilgate Orb
max 1 per ArmyDuring Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Lygur's Tongue
max 1 per ArmyAfflict (−2 Off).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Icona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Sandstorm Cloak
max 1 per ArmyThe bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1).
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Horn of the Wild Hunt
max 1 per ArmyOne use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Death Mask of Teput
max 1 per ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Immortal Gauntlets
max 1 per ArmyWhen Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Sacred Hourglass
max 1 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Tarina's Lyre
max 1 per ArmyStomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Libro di Meladys
max 1 per ArmyCannot be taken by models with Asfad Scholar.Una volta per Fase Magica, il portatore può ritirare un singolo Dado Magia quando effettua un tiro di lancio, a patto che l'incantesimo non abbia causato un Incidente di Lancio. Quando ritiri un risultato naturale di '1', il Dado Magia ritirato beneficia di Affievolimento (se il Tentativo di Lancio fallisce) a prescindere dal risultato ottenuto con il secondo tiro.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Locket of Sunna
max 1 per ArmyIn a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Tavola di Vezodinezh
max 1 per Army (Wizard only )Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
Rod of Battle
max 1 per ArmyCrown of Madness
max 1 per ArmyThe wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Necromantic Staff
max 1 per Army (Wizard only )The bearer gains Channel (1) and can cast Arise! (Hereditary Spell) as a Bound Spell (5+), with the following changes: its Range is 6″, and it has type “Aura”.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Monile portafortuna
max 1 per Army (Wizard only )Cannot be taken by models with Height 4–5.One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Kherp Sceptre
max 1 per ArmyThe wielder gains Hierophant.
In addition, the wielder can cast Danse Macabre (Evocation) as a Bound Spell (5+).
Icona del Saccheggiatore
max 1 per ArmyTutte le unità amiche entro 12" dal portatore composte interamente da Zanneaguzze o da un singolo modello Carro, Personaggi esclusi, ottengono Avanguardia.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Respiro del Toro d'Ottone
max 1 per ArmySolo modelli senza Presenza Torreggiante o SolitarioIl modello del portatore ottiene +1 Punto Vita e il portatore ottiene Attacco a Soffio (Attacchi Tossici).
Crown of Madness
max 1 per ArmyThe wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Night's Crown
max 1 per ArmyHeight 1–2 only.Attacks towards the bearer suffer −1 to wound.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Blessed Wrappings
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Carved Tablet
max 1 per ArmyCarved Wisdom (see Howdah Devices)
Crown of Madness
max 1 per ArmyThe wearer’s unit gain Unruly and First Strike (Stubborn). In addition, all units with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Antica Placca
max 1 per ArmyOnce per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll. This ability cannot be used if the spell was Miscast nor for Casting Attempts with only one Magic Dice.
Ceinran's Scales
max 1 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
Ullor’s Horn
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Cowl of the Apostate
max 1 per Army (Wizard only )If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Death Mask of Teput
max 1 per ArmyCannot be taken by models with Height 5.Aegis (5+), Horror.
Mantle of Ullor
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Immortal Gauntlets
max 1 per ArmyWhen Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.
Crown of the Pharaohs
max 1 per ArmyPharaohs and Nomarchs onlyDuration: One Turn.
At the start of all friendly Player Turns, the wearer may lose Undying Will. If it does, choose a friendly unit within 12 ″; this unit gains Undying Will.
Carved Tablet
max 1 per ArmyCarved Wisdom (see Howdah Devices)
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Dadi di Lugar
max 1 per ArmyUna singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
Moithir's Mirror
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).
Maschera delle Ere
max 1 per ArmySolo modelli di FanteriaIl portatore ottiene Egida (5+, contro Attacchi Speciali), Egida (5+, contro Attacchi Magici), e Paura. Inoltre, Il bersaglio deve ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Mist Walker's Mirror
max 1 per Army (Foot only.)Models of Height 1 only.One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Troll Hide
max 1 per Army (Foot only.)Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Rampager’s Chain
max 1 per ArmyThe bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Ring of the Obsidian Thrones
max 1 per ArmyUnless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Rod of Battle
max 1 per ArmyMask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Drums of Cenyrn
max 1 per ArmyModels on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Glyph of Amryl
max 1 per ArmyModels of Height 1 only.The bearer gains +3 Def.
Cristallo di Ametista
max 1 per Army (Wizard only )Wizard only.I Tiri di Dispersione effettuati dall'esercito del portatore ottengono un modificatore di +1.
Pan of Protection Pinchin'
max 1 per ArmyCannot be taken by models with Height 5.When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Occhio del Dominio
max 1 per ArmyGli Attacchi da Corpo a Corpo effettuati da modelli Bestia, Cavalleria e Costrutto colpiscono il portatore sempre ed unicamente con un tiro di 6+. Se il modello attaccante è un modello multiparte, solo le parti di modello con Imbrigliato vengono influenzate.
Yeti Furs
max 1 per ArmyStrider and Touch of Frost.
Immortal Gauntlets
max 1 per ArmyWhen Choosing Weapons and Equipment choose one of the following Attack Attributes for the bearer’s Melee Attacks, with duration One Turn: Divine Attacks, Flaming Attacks, or Magical Attacks.
Monster Munch
max 1 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).
Winter Cloak
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Exemplar's Flame
max 1 per ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (5+).
Cursed Medallion
max 1 per ArmyDuring Pre-game Selections choose a single model unit on the opponent’s Army List. /Remember that all Characters are single model units)
The wearer gains Hatred (Chosen model) and Zeal (chosen model).
Crown of Hubris
max 1 per ArmyAt the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Corona del re mago
max 1 per Army (Cannot be taken by Wizards )During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Mask of Mindless Violence
max 1 per ArmyCannot be taken by models with Height 4–5.Frenzy and Rage.
Book of the Dead
max 1 per ArmyThe bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Tome of the Ratking
max 1 per ArmyThe bearer’s unit gains Unstable.
Skull Fetish
max 1 per Army (Wizard only )During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3) with Duration: all units within 6″ of the wearer, suffers the Witchfire Miscast effect, where X is equal to 5.
Sekhem Sceptre
max 1 per ArmyThe bearer gains Stubborn.
Lord of the Damned
max 1 per ArmySorcerers and Doomlords only.Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Hail Shot
max 1 per ArmyForest Princes and Chieftains onlyOne use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Horn Of Bragh
max 1 per Army (Foot only.)Fury and Dying Blow
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Dark Familiar
max 1 per ArmyLearned Spells cast by the model part gain +6 ″ Range.
Aura Spells gain +3″ Range instead.
Hypnotic Pendant
max 1 per ArmyCannot be taken by models with Height 5.The bearer gains Parry. All Rank-and-File models with Height 2 or less in the bearer’s unit gain Parry.
Scettro da battaglia
max 1 per ArmyThe bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
Scepter of the Usurper
max 1 per ArmyCannot be taken by a Battle Standard Bearer.
The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General.
Starfall Lodestone
max 1 per ArmyThe bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).
Darkstone Detonator
max 1 per ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within 24″ of the bearer. If so, one unengaged unit in contact with that Terrain Feature suffers 2D6 hits with Str 4 and AP 1.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Sacred Chalice
max 1 per ArmyThe bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
Ullor’s Horn
max 1 per ArmyEnemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Eternity Gem
max 1 per ArmyVampire Counts and Courtiers on Monstrous Revenant or Height 3 or less.The bearer’s model gains Immune (Lethal Strike,
Multiple Wounds (X), Poison Attacks).
Pietra d'ossidiana
max 1 per ArmyThe bearer gains Magic Resistance (2).
Essenza di una mente libera
max 1 per Army (Wizard only )The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Steeds of Nephet-Ra
max 1 per ArmySkeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).
Veilgate Orb
max 1 per ArmyDuring Pre-game Selection: Mark a point on the Battlefield within 24 ″ of your Deployment Zone, and outside the opponent’s Deployment Zone, with a Gateway Marker. Once per game, at the start of a friendly Magic Phase (before drawing a Flux Card), if the bearer’s unit was allowed to move in the prior Movement Phase (is not Shaken, did not Ambush, Failed Charge, Unengaged etc.), remove the unit from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
Potions and Scrolls
Pergamena vincolante
max 2 per ArmyOne use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Pozione della rapidit
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Dragon’s Brew
max 1 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Troll Tonic
max 1 per ArmyCannot be taken by models with Height 5.Fortitude (5+).
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Nature's Venom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (X)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (inescapable Doom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (weight Of Judgement)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir Of Death
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Nature's Venom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (inescapable Doom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir Of Death
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Shower of Rocks)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Pergamena vincolante
max 1 per ArmyOne use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll Of Draining
max 1 per ArmyScroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir Of Death
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model gains Ghostly Form and Ghost Step. The model cannot join Rank-and-File units with Ghostly Form.
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
Spell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Shower of Rocks)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Scroll of Draining
max 1 per ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Beastmaster’s Vial
max 1 per ArmyMay be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Spell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Sacred Seeds
max 1 per ArmyModels on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Power Preservation
max 1 per ArmyUse when a Casting Roll or Dispel Roll fails, due to not rolling high enough. Do not discard the Magic Dice used in this unsuccessful attempt.
Spell Scroll (Wall Of Lead)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Moon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Pozione della rapidit
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (awaken The Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Scroll Of Draining
max 1 per ArmyPotion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Draining
max 1 per ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Draining
max 1 per ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Scroll of Draining
max 1 per ArmyMay be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1 Magic Dice.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Spectral Blades)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Shower of Rocks)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Nature's Venom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Spell Scroll (inescapable Doom)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Healing Potion
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Song of Cenyrn
max 1 per ArmyModels of Height 1 only.May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Wyrd Stone
max 1 per ArmyThe bearer’s model gets Hard Target (2).
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Gnasher Bait
max 1 per ArmyFriendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.
Scroll Of Draining
max 1 per ArmyBeastmaster’s Vial
max 1 per ArmyMay be activated at the start of any Round of Combat. A friendly unit with Beast or Slaver within 12″ of the bearer gains Dying Blow until it is no longer Engaged in Combat.
Fumogeno di Te Aupouri
max 1 per ArmyUn solo uso. Può essere attivato dopo che un'unità amica fallisce un Test di Rotta (dopo eventuali ripetizioni). Fino all'inizio della prossima Fase di Movimento amica, i tiri per la Distanza di Carica e Distanza di Inseguimento effettuati da unità nemiche entro 18" dal modello del portatore sono soggetti a Tiro Minimizzato.
Dragon’s Brew
max 1 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Cristallo della Risonanza Travolgente
max 1 per ArmyUn solo uso. Può essere attivato all'inizio di qualsiasi Fase di Carica. Scegli un'unità amica di Cavalleria Grande o Enorme entro 12" dal modello del portatore ed applica tutti i seguenti effetti (oppure nessuno) fino alla fine della Fase di Mischia: • Ogni modello ottiene Colpi d'Impatto (X), dove X è pari al suo numero di Attacchi di Calpestamento. Se il modello già possedeva Colpi d'Impatto, invece aumenta il numero di Colpi d'Impatto di un valore pari al numero dei suoi Attacchi di Calpestamento. • Il modello non può effettuare Attacchi di Calpestamento.
Scroll of Conquest
max 1 per ArmyKnight Commanders mounted on Horse and Marshals mounted on Horse onlyFriendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Potion of Rat Form
max 1 per ArmyModels with Height 1 only.During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Scroll of Draining
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Rain Augur Brew
max 1 per ArmyDuration: One Turn. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). All Ranged Attacks have −1 to hit.
Scroll Of Draining
max 1 per ArmySpell Scroll (Rain of Fire)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (Awaken the Beast)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Scroll of Desiccation
max 1 per ArmyDuring Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Spell Scroll (The Grave Calls (occultism))
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Favanite Powder
max 1 per ArmyWhen casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Anello del Trono Perlaceo
max 1 per ArmyNon acquistabile da Costrutto o Presenza TorreggianteDopo il passo 4 della Sequenza del Round di Combattimento (successivamente alla dichiarazione e accettazione dei Duelli) di ogni Round di Combattimento in cui l'unità del portatore combatte, scegli uno dei seguenti: • Un singolo Oggetto Speciale su un Personaggio o Campione a contatto di base con il portatore • Un singolo Oggetto Speciale in un'unità a modello singolo a contatto di base con il portatore • Un Incanto di Stendardo portato da un Alfiere a contatto di base con il portatore Questo Oggetto Speciale viene ignorato finché il portatore rimane a contatto di base con il portatore dell'Anello del Trono Perlaceo. Solo un singolo Oggetto Speciale per volta può essere influenzato. Nel caso un modello possieda più copie dell'oggetto scelto, solo una di esse viene influenzato.
Spell Scroll (illusory Paths)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Seme della Foresta Nera
max 1 per ArmyUn solo uso. Subito prima della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il portatore deve posizionare sul Campo di Battaglia un singolo Elemento di Terreno Foresta, che deve essere grande massimo 10" in lunghezza e 6" in larghezza, non a contatto con altri Elementi di Terreno eccetto Terreno Aperto, a più di 1" da unità nemiche ed entro 12" dal portatore. Tutti i modelli amici dentro tale Elemento di Terreno Foresta ottengono un modificatore +1 ai tiri di lancio per gli Incantesimi Benedizione, Maledizione e Universale. Essi inoltre aggiungono (+1/+1) al Livello di Potere degli Incantesimi Infusi Totemici che lanciano. Un risultato naturale di result1 o '2' per un Tentativo di Lancio di un incantesimo di un modello amico con un singolo Dado Magia è sempre un Tentativo di Lancio fallito, a prescindere da eventuali modificatori.
Scroll Of Draining
max 1 per ArmyMoon Shrooms
max 1 per ArmyCannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Potion of Healing
max 1 per ArmyCannot be taken by models with Height 5.The bearer’s model Recovers 1 HP.
Black Knight’s Tonic
max 1 per ArmyThe first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
Spell Scroll (Flaming Swords)
max 1 per ArmyMay be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Elixir of Negation
max 1 per ArmyCannot be taken by models with Height 5.Aegis (3+, against Magical Attacks).
Scroll of Power
max 1 per Army (Wizard only )May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Armour Enchantments
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Destiny's Call
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by Construct or Height 5.Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Infusione di basalto
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Warding of Unity
max 1 per Army (Enchantment: Suit of Armour)Attached and Resistance (Melee Attacks).
Nobunaga′s Honour
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +1 Armour. In addition, the wearer can always make an Armour Save against enemy attacks; the Armour Save succeeds at least on a roll of 5+ (independent of the Armour Penetration of the Attack).
The River′s Blessing
max 1 per Army (Enchantment: Sode)The bearer gains +2 Defensive Skill.
Symbol of Imperial Rule
max 1 per Army (Enchantment: Heavy Armour)The wearer gains +1 Armour. Melee Attacks against the bearer suffer a -1 to-wound modifier.
Golden Gleam
max 1 per ArmyThe bearer gains +1 Armour and Immune (Multiple Wounds).
The Bastion
max 1 per ArmyModels without Towering Presence onlyOne use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains Aegis (3+) until the end of the Round.
Dragon's Scales
max 1 per ArmyModels without Towering Presence onlyThe bearer gains Distracting.
Magical Hardening
max 1 per ArmyAn armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Gunagr's Armour
max 1 per Army (Enchantment: Suit of Armour)Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.
Mammoth-Hide Cloak
max 1 per Army (Enchantment: Suit of Armour)Standard Height onlyThe wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.
Plague Prophet’s Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Troll Hide
max 1 per Army (Foot only.)Fortitude (4+). Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. The model fails all its Armour Save rolls and cannot take Weapon Enchantments.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Troll Hide
max 1 per Army (Foot only.)Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Mortifrago
max 1 per ArmyCannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per ArmyCannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)
Mortifrago
max 1 per ArmyCannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Metallo Astrale
max 1 per Army (Enchantment: Suit of Armour)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Infusione di basalto
max 1 per ArmyCannot be taken by models with Height 5.The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Fearless
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Veste Scintillante
max 1 per Army (Enchantment: Suit of Armour) (Wizard only )Solo Magus di Altezza NormaleIl portatore ottiene Egida (3+). Inoltre, l'Armatura del portatore è fissata ad 1 e non può mai essere migliorata ulteriormente. Se il portatore subisce un Incidente di Lancio Inferno Magico o Fuoco Stregato, dimezza il numero di colpi subiti, arrotondando per eccesso.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Fearless
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Gladiator's Spirit
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Parry.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Afflizione di Aaghor
max 1 per Army (Enchantment: Suit of Armour)Il portatore ottiene +1 Resilienza e Tempra (4+), ma fallisce automaticamente tutti i Tiri Armatura.
Destiny's Call
max 1 per ArmyCannot be taken by Construct or Height 5.Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Warding of Unity
max 1 per ArmyAttached and Resistance (Melee Attacks).
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Blacksteel
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Shielding Bark
max 1 per Army (Enchantment: Light Armour)Models without Fly only.+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mammoth-Hide Cloak
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm. Attacks against the wearer can never have Str above 5.
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Mortifrago
max 1 per ArmyCannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Seal of the Republic
max 1 per Army (Enchantment: Metal Armour)For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Imbued Jade
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5. Cannot be taken by Anurarch.Channel (+1) and Regeneration (5+)
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Astuzia dell'Ingannatore
max 1 per Army (Enchantment: Suit of Armour)I tiri per ferire con successo contro il modello del portatore devono essere ripetuti.
Percival's Panoply
max 1 per Army (Enchantment: Suit of Armour)Cavalry models only+2 Arm
Thrice-Forged
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4 or 5.Arm set to 6.
Essenza Vitale
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.Il portatore ottiene Tempra (4+) e +1 Punti Vita.
Forma Selvaggia
max 1 per Army (Enchantment: Suit of Armour)All'inizio della Fase di Mischia il portatore può scegliere di ottenere uno dei seguenti: • +1 Forza, +1 Penetrazione Armatura e -1 Resilienza • -1 Forza, -1 Penetrazione Armatura e +1 Resilienza Questi effetti permangono fino alla fine della Fase di Mischia.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Fiammata di Protezione
max 1 per Army (Foot only.) (Enchantment: Infernal Armour)Solo modelli di FanteriaIl portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e Attacchi Infuocati, distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
Jackal's Blessing
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 HP and Fortitude (5+).
Flagello dei Demoni
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Il portatore ottiene +2 Armatura, contro Attacchi Magici.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Wrestler's Belt
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Prayer-Etched
max 1 per Army (Enchantment: Suit of Armour)+1 Arm and Aegis (+1, max. 4+)
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Troll Hide
max 1 per Army (Foot only.)Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3.
The model’s base change cannot be ignored.
Protezione di Dorac
max 1 per Army (Foot only.) (Enchantment: Metal Armour)Il portatore ottiene +2 Abilità Difensiva e +2 Armatura.
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
Plague-Hermit's Blessing
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Models on foot onlyThe number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Mortifrago
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.The wearer gains +1 Armour and Fortitude (4+).
Ghostly Guard
max 1 per ArmyCannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Legend of the Black King
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+1 Arm and Aegis (4+).
Imperial Seal
max 1 per Army (Foot only.) (Enchantment: Suit of Armour)Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Aurochs Resilience
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Ghostly Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 5.+2 Arm against non-Magical Attacks.
Tazrek's Guard
max 1 per Army (Enchantment: Suit of Armour)Cannot be taken by models with Height 4–5.+1 HP and Res is set to 6.
Shield Enchantments
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Metallo Astrale
max 1 per Army (Enchantment: Shield)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Fortress of Faith
max 1 per Army (Enchantment: Shield)Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Wild Warding
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Metallo Astrale
max 1 per Army (Enchantment: Shield)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Fortress of Faith
max 1 per Army (Enchantment: Shield)Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Fortress of Faith
max 1 per Army (Enchantment: Shield)The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Fortress of Faith
max 1 per Army (Enchantment: Shield)The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Fortress of Faith
max 1 per Army (Enchantment: Shield)The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Fortress of Faith
max 1 per Army (Enchantment: Shield)The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Fortress of Faith
max 1 per Army (Enchantment: Shield)Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Shield of Volund
max 1 per Army (Enchantment: Shield)Immune (Fury, Lethal Strike).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Nebbia Oscurante
max 1 per Army (Enchantment: Shield)Mentre usa questo Scudo, le unità nemiche a contatto di base con il portatore subiscono -1 Agilità. L'unità del portatore non può ottenere il bonus +1 Agilità da Impeto della Carica.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Fortress of Faith
max 1 per Army (Enchantment: Shield)The wearer gains Holy Vows. All Armour Save rolls of a natural ’1’ made by the wearer must be rerolled.
Wild Warding
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.+3 Arm. The Armour Value can never be improved beyond 5.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Metallo Astrale
max 1 per Army (Enchantment: Suit of Armour)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Metallo Astrale
max 1 per Army (Enchantment: Suit of Armour)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Metallo Astrale
max 1 per Army (Enchantment: Suit of Armour)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sun's Embrace
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Distracting (1).
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Vincolo di Kadim
max 1 per Army (Enchantment: Shield)Solo modelli senza Presenza TorreggianteL'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene Egida (+1, contro Attacchi Infuocati, max 2+) e Parata.
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Witchfire Guard
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.Aegis (4+, against Magical Attacks).
Metallo Astrale
max 1 per Army (Enchantment: Suit of Armour)La prima volta che il modello del portatore subisce una ferita non salvata da un attacco con Ferite Multiple mentre usa questo Scudo, il numero di ferite subite è dimezzato, arrotondando per eccesso.
Vespertino (Scudo)
max 1 per Army (Enchantment: Shield)Cannot be taken by models with Height 5.The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Sigil of Protection
max 1 per Army (Enchantment: Shield)Models with Metal Armour only. Cannot be taken by models with Height 5+1 Arm.
Leadership Skills
Battleline Hero
max 1 per ArmyGeneral onlyThe range of the model’s Commanding Presence is increased to 18″.
Trusted Adviser
max 1 per ArmyWhen determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Arcane Volcanist
max 1 per ArmyWizard onlyWhenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Curse Of Lycanthropy
max 1 per ArmyWizard Height 0–3 onlyOne use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Innovative Leader
max 1 per ArmyGeneral onlyAn army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
Banner enchantement
Sacred Aquila
max 1 per ArmyThe bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
Bell of the Deep Roads
max 2 per ArmyThe bearer’s unit gains Ambush Terrain Feature with a friendly Tunnel Marker).
Sheltering Standard
max 2 per ArmyAttacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Aether Icon
max 2 per ArmyThe bearer’s unit gains Magic Resistance (1).
Flaming Standard
max 2 per ArmyOne use.
May be activated when Choosing Equipment and Abilities. The Bearer's unit gains Flaming Attacks until the end of Combat.
Stalker’s Standard
max 2 per ArmyThe bearer’s unit gains Strider.
Distortion Emblem
max 1 per ArmyOne use only. May be activated at the start of any Phase.
The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Banner of Courage
max 3 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
max 3 per ArmyA unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Racial Trait Spell
getto | Tipo | Durata | Effetto | |
---|---|---|---|---|
Iovanis' Thunder | The target suffers 2D3 hits with Str 4, AP 1, Lightning Attacks, Magical Attacks, Maniacal Enthusiasm (To-wound roll). | |||
Mf | 7+ |
Hex
Gamma 24" |
One Turn | |
The target suffers 2D3 hits with Str 4, AP 1, Lightning Attacks, Magical Attacks, Maniacal Enthusiasm (To-wound roll). |
Army Organisation
.png)
Characters
(40% Max)
.png)
Core
(25% Min)
.png)
Special
(No Limit)

Tunnel Gunners
(No Limit)
.png)
Bread and Games
(25% Max)
.png)
Small Arms Fire
(No Limit)

Experimental Weapon
(0 Max)

Brute Force
(0 Max)
.png)
Ruinous Dictator
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
7" | 7" | 8 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
8 | 6 | 5 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Ruinous Dictator | 4 | 6 | 5 | 3 | 8 |
.png)
Vermin Senator
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 8 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 3 | 1 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Vermin Senator | 2 | 3 | 3 | 0 | 4 |
.png)
Bloodfur Legate
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 8 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 5 | 4 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Bloodfur Legate | 4 | 5 | 4 | 1 | 6 |
.png)
House Prefect
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 7 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 4 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
House Prefect | 3 | 4 | 4 | 1 | 5 |
.png)
Swarm Priest
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 2 | 3 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Swarm Priest | 1 | 2 | 3 | 0 | 4 |
.png)
Duskblade Assassin
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
2 | 4 | 3 | 0 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Duskblade Assassin | 2 | 5 | 4 | 3 | 8 |
.png)
Mount Triumphal Platform
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
3" | 0" | C |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
8 | 1 | 5 | 4 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Praetorian Brute (3)(3) | 4 | 3 | 5 | 2 | 4 | |
Chassis | , | , | 5 | 2 | , |
.png)
Mount Sacred Platform
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
3" | 0" | C |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 1 | 5 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Acolyte (8)(8) | 1 | 3 | 3 | 0 | 4 | |
Chassis | , | , | 5 | 2 | , |
.png)
Vermin Slingers
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 1 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Vermin Velite | 1 | 3 | 3 | 0 | 4 |
.png)
Vermin Legionaries
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 1 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Vermin Legionary | 1 | 3 | 3 | 0 | 4 |
.png)
Blackfur Veterans
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 2 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Blackfur Veteran | 1 | 4 | 3 | 0 | 5 |
.png)
Bloodfur Praetorians
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 2 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Blackfur Veteran | 1 | 4 | 3 | 0 | 5 |
.png)
Vermin Slaves
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 4 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Vermin Slave | 1 | 2 | 3 | 0 | 4 |
|
.png)
Plague Cultists
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 4 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Plague Disciple | 1 | 2 | 3 | 0 | 4 |
.png)
Rat Swarm
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 4 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 2 | 2 | 0 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Rat Swarm | 6 | 2 | 2 | 1 | 2 |
.png)
Plague Disciples
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 4 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Plague Disciple | 1 | 2 | 3 | 0 | 4 |
.png)
Giant Rats
Units of 20 or more models count towards Core instead of Special.
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
7" | 7" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Giant Rat | 1 | 2 | 3 | 1 | 5 |
.png)
Fire Rats
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
7" | 7" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 2 | 2 | 0 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Giant Rat | 1 | 2 | 3 | 1 | 5 |
.png)

Vermin Brutes
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 3 | 5 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Vermin Brute | 3 | 2 | 4 | 2 | 4 |
.png)

Gladiator Brutes
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 6 |
|
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Gladiator Brute | 3 | 3 | 5 | 2 | 4 |
.png)
Legionary Drill Team
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 2 | 3 | 3 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Legionary Drill Team | 6 | 3 | 4 |
.png)
Shadowfur Stalkers
The wealth of House Sicarra derives from its illicit trading and thievery, exploiting black markets across much of the world. Its operatives learn to move unnoticed, becoming expert navigators of complex tunnel systems and unafraid of back-alley violence. The House loans these agents to the legions for a "fair" price, to be used in guerrilla manoeuvres and short range assaults.
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 2 | 0 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Shadowfur Stalker | 1 | 3 | 3 | 1 | 5 |

Doomspark Device
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
4 | 2 | 5 | 3 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Rakachit Engineer (3)(3) | 1 | 2 | 3 | 0 | 4 | |
Chassis | , | , | 5 | 2 | 2 |


Thunder Brutes
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 2 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Thunder Brute | 3 | 3 | 5 | 2 | 4 |


Experimental Weapon Teams
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
4" | 5" | 5 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 2 | 2 | 2 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Exp. Weapon Team | 2 | 3 | 3 | 0 | 4 |

Vermin Artillery
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 0" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 0 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Crew | 3 | 3 | 3 | 0 | 4 |
.png)
Ignifier Grenadiers
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 5" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 3 | 2 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Ignifier Grenadier | 1 | 4 | 3 | 0 | 5 |
.png)
Stygian Earthbreaker
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
3" | 6" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 5 | 5 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Stygian Earthbreaker | , | , | 6 | 4 | 2 |
.png)
Dreadmill Chariots
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
5" | 7 + \Dsix{}" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 2 | 4 | 3 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Dreadmill Driver | 1 | 3 | 3 | 0 | 4 | |
Chassis | , | , | 5 | 2 | 4 |
.png)
Arena Beast
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
6" | 6" | 6 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 3 | 5 | 2 |
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Arena Beast | \smallcharacs{\XDthree{2}+1} | 3 | 7 | 3 | 3 | |
Pitmaster | 3 | 4 | 4 | 1 | 5 |
.png)
Verminous Giant
Globali | Mar | Ava | Dis | Regole del modello | ||
---|---|---|---|---|---|---|
14" | 7" | 7 |
Difensive | Vit | Dif | Res | Arm | ||
---|---|---|---|---|---|---|
7 | 3 | 5 | 1 |
|
Offensive | Att | Off | For | Pen | Agi | |
---|---|---|---|---|---|---|
Verminous Giant | 5 | 3 | 5 | 2 | 3 |