Correspondence of translations with another language
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              Distracting
              
               
                  Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
                 
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          Distracting
          
           
              Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
             
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              Wizard Adept
              
               
                  - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
                 
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          Wizard Adept
          
           
              - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
             
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              Advancing Gloom
              
               
                  Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
                 
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          Advancing Gloom
          
           
              Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.
             
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              Aegis
              
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          Aegis
          
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              Special Ambush
              
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          Special Ambush
          
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              Halberd
              
               
                  Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 
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          Halberd
          
           
              Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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              Harnessed
              
               
                  Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                 
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          Harnessed
          
           
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             
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              Fear
              
               
                  Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                 
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          Fear
          
           
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             
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              Great Weapon
              
               
                  Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                 
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          Great Weapon
          
           
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             
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              Light Armour
              
               
                  Armor +1
                 
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          Light Armour
          
           
              Armor +1
             
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              Heavy Armour
              
               
                  +2 Armor
                 
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          Heavy Armour
          
           
              +2 Armor
             
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              Paired Weapons
              
               
                  The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 
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          Paired Weapons
          
           
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             
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              Artistry of Death
              
               
                  The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
                 
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          Artistry of Death
          
           
              The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.
             
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              Poison Attacks
              
               
                  If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
                 
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          Poison Attacks
          
           
              If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
             
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              Stomp Attacks
              
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          Stomp Attacks
          
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              Vanguard
              
               
                  After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                 
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          Vanguard
          
           
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             
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              Barbed Nets
              
               
                  At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
                 
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          Barbed Nets
          
           
              At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
             
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              Insignificant
              
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          Insignificant
          
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              Hard Target
              
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          Hard Target
          
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              Multiple Wounds
              
               
                  Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
                 
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          Multiple Wounds
          
           
              Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
             
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              Captain's Orders
              
               
                  At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
                 
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          Captain's Orders
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection), the owner [b]must[/b] choose one of the following options and apply its effect to all models with Captain's Orders in the army: • [b]Give no Quarter[/b]: The model gains[b] Scoring[/b]. • [b]Loot and Pillage[/b]: The model gains [b]Light Troops[/b].
             
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              Scoring
              
               
                  Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                 
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          Scoring
          
           
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             
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              Devastating Charge
              
               
                  Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
                 
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          Devastating Charge
          
           
              Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
             
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              Hidden
              
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          Hidden
          
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Coastal Predator
              
               
                  The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
                 
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          Coastal Predator
          
           
              The model gains [b]Strider (Water Terrain)[/b]. In addition, units gain [b]Devastating Charge (+2" Adv)[/b] and [b]Hard Target (1)[/b] while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.
             
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              Wizard Conclave
              
               
                  The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
                 
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          Wizard Conclave
          
           
              The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.
             
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              Fearless
              
               
                  If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                 
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          Fearless
          
           
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             
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              Professional Courtesy
              
               
                  The model cannot join units that contain another model from the same unit entry.
                 
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          Professional Courtesy
          
           
              The model cannot join units that contain another model from the same unit entry.
             
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              Strider
              
               
                  The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                 
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          Strider
          
           
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             
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              Scout
              
               
                  At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
                 
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          Scout
          
           
              At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Ruthless Efficiency
              
               
                  The attack gains +1 to wound during the First Round of Combat.
                 
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          Ruthless Efficiency
          
           
              The attack gains +1 to wound during the First Round of Combat.
             
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              Terror
              
               
                  The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
                 
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          Terror
          
           
              The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
             
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              Fly
              
               
                  The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                 
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          Fly
          
           
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             
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              Fortitude
              
               
                  Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                 
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          Fortitude
          
           
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             
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              Hatred
              
               
                  During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                 
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          Hatred
          
           
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             
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              Skirmisher
              
               
                  The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
                 
               | 
        
          Skirmisher
          
           
              The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
             
           | 
      
| 
              Irresistible Will
              
               
                  The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
                 
               | 
        
          Irresistible Will
          
           
              The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.
             
           | 
      
| 
              Not a Leader
              
               
                  The model cannot be the General.
                 
               | 
        
          Not a Leader
          
           
              The model cannot be the General.
             
           | 
      
| 
              Light Lance
              
               | 
        
          Light Lance
          
           | 
      
| 
              Light Troops
              
               
                  Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                 
               | 
        
          Light Troops
          
           
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             
           | 
      
| 
              Lightning Reflexes
              
               
                  Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
                 
               | 
        
          Lightning Reflexes
          
           
              Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
             
           | 
      
| 
              Supernal
              
               | 
        
          Supernal
          
           | 
      
| 
              Mist Weaver
              
               
                  The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
                 
               | 
        
          Mist Weaver
          
           
              The model's unit gains [b]Coastal Predator[/b] and [b]Devastating Charge (Lethal Strike)[/b].
             
           | 
      
| 
              Mistrusted
              
               
                  If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
                 
               | 
        
          Mistrusted
          
           
              If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.
             
           | 
      
| 
              Omen of the Dread Fleet
              
               
                  After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
                 
               | 
        
          Omen of the Dread Fleet
          
           
              After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.
             
           | 
      
| 
              Towering Presence
              
               
                  The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
                 
               | 
        
          Towering Presence
          
           
              The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
             
           | 
      
| 
              Repeater Handbow
              
               
                  Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
                 
               | 
        
          Repeater Handbow
          
           
              Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
             
           | 
      
| 
              Sea Serpent’s Hide
              
               
                  Armour Equipment
The wearer gains +1 Armour.
                 
               | 
        
          Sea Serpent’s Hide
          
           
              Armour Equipment
The wearer gains +1 Armour.
             
           | 
      
| 
              Siren's Song
              
               
                  Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
                 
               | 
        
          Siren's Song
          
           
              Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.
             
           | 
      
| 
              Terrors of the Deep
              
               
                  The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
                 
               | 
        
          Terrors of the Deep
          
           
              The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.
             
           | 
      
| 
              Toxic Scum
              
               
                  At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
                 
               | 
        
          Toxic Scum
          
           
              At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.
             
           | 
      
| PL | EN | 
|---|---|
| 
              Alchemist's Alloy
              
               
                  The wearer gains +1 Armour and suffers −2 Offensive Skill.
                 
               | 
        
          Alchemist's Alloy
          
           
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             
           | 
      
| 
              Destiny's Call
              
               
                  The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                 
               | 
        
          Destiny's Call
          
           
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             
           | 
      
| 
              Rod of Battle
              
               
                  The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                 
               | 
        
          Rod of Battle
          
           
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             
           | 
      
| 
              Basalt Infusion
              
               
                  The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                 
               | 
        
          Basalt Infusion
          
           
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Dragon Staff
              
               
                  The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                 
               | 
        
          Dragon Staff
          
           
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             
           | 
      
| 
              Binding Scroll
              
               
                  One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                 
               | 
        
          Binding Scroll
          
           
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             
           | 
      
| 
              Book of Arcane Mastery
              
               
                  Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                 
               | 
        
          Book of Arcane Mastery
          
           
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             
           | 
      
| 
              Ranger's Boots
              
               
                  The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                 
               | 
        
          Ranger's Boots
          
           
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             
           | 
      
| 
              Crystal Ball
              
               
                  The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                 
               | 
        
          Crystal Ball
          
           
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             
           | 
      
| 
              Shield Breaker
              
               
                  Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                 
               | 
        
          Shield Breaker
          
           
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             
           | 
      
| 
              Lucky Charm
              
               
                  One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                 
               | 
        
          Lucky Charm
          
           
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             
           | 
      
| 
              Chest of Envoloping Fog
              
               
                  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 [b]must[/b] fit within a circle with a diameter of 6".
                 
               | 
        
          Chest of Envoloping Fog
          
           
              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 [b]must[/b] fit within a circle with a diameter of 6".
             
           | 
      
| 
              Magical Heirloom
              
               
                  The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                 
               | 
        
          Magical Heirloom
          
           
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             
           | 
      
| 
              Cleansing Light
              
               
                  At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                 
               | 
        
          Cleansing Light
          
           
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             
           | 
      
| 
              Hero's Heart
              
               
                  The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                 
               | 
        
          Hero's Heart
          
           
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             
           | 
      
| 
              Crown of the Wizard King
              
               
                  During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                 
               | 
        
          Crown of the Wizard King
          
           
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             
           | 
      
| 
              Crown of Autocracy
              
               
                  The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                 
               | 
        
          Crown of Autocracy
          
           
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             
           | 
      
| 
              Dusk Forged
              
               
                  The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                 
               | 
        
          Dusk Forged
          
           
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             
           | 
      
| 
              Death Cheater
              
               
                  The wearer gains +1 Armour and Fortitude (4+).
                 
               | 
        
          Death Cheater
          
           
              The wearer gains +1 Armour and Fortitude (4+).
             
           | 
      
| 
              Supernatural Dexterity
              
               
                  The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                 
               | 
        
          Supernatural Dexterity
          
           
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             
           | 
      
| 
              Dragonfire Gem
              
               
                  The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                 
               | 
        
          Dragonfire Gem
          
           
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             
           | 
      
| 
              Eldritch Inscriptions
              
               
                  Failed to-wound rolls from attacks made with this weapon must be rerolled.
                 
               | 
        
          Eldritch Inscriptions
          
           
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             
           | 
      
| 
              Essence of a Free Mind
              
               
                  The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                 
               | 
        
          Essence of a Free Mind
          
           
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             
           | 
      
| 
              Essence of Mithril
              
               
                  The wearer’s Armour is set to 5 and can never be improved beyond this.
                 
               | 
        
          Essence of Mithril
          
           
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             
           | 
      
| 
              Ghostly Guard
              
               
                  The wearer gains +2 Armour against non-Magical Attacks.
                 
               | 
        
          Ghostly Guard
          
           
              The wearer gains +2 Armour against non-Magical Attacks.
             
           | 
      
| 
              Willow's Ward
              
               
                  While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                 
               | 
        
          Willow's Ward
          
           
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             
           | 
      
| 
              Hurricane's Fury
              
               
                  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.
                 
               | 
        
          Hurricane's Fury
          
           
              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.
             
           | 
      
| 
              King Slayer
              
               
                  The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                 
               | 
        
          King Slayer
          
           
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             
           | 
      
| 
              Lacerating Touch
              
               
                  Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
                 
               | 
        
          Lacerating Touch
          
           
              Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.
             
           | 
      
| 
              Lightning Vambraces
              
               
                  The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                 
               | 
        
          Lightning Vambraces
          
           
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             
           | 
      
| 
              Obsidian Rock
              
               
                  The bearer gains Magic Resistance (2).
                 
               | 
        
          Obsidian Rock
          
           
              The bearer gains Magic Resistance (2).
             
           | 
      
| 
              Potion of Strength
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                 
               | 
        
          Potion of Strength
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             
           | 
      
| 
              Potion of Swiftness
              
               
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                 
               | 
        
          Potion of Swiftness
          
           
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             
           | 
      
| 
              Sceptre of Power
              
               
                  One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                 
               | 
        
          Sceptre of Power
          
           
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             
           | 
      
| 
              Storm Cloak
              
               
                  The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
                 
               | 
        
          Storm Cloak
          
           
              The bearer gains [b]Magic Resistance (2)[/b] and [b]Hard Target (1)[/b].
             
           | 
      
| 
              Talisman of Shielding
              
               
                  The bearer gains Aegis (5+).
                 
               | 
        
          Talisman of Shielding
          
           
              The bearer gains Aegis (5+).
             
           | 
      
| 
              Talisman of the Void
              
               
                  The bearer gains Channel (1).
                 
               | 
        
          Talisman of the Void
          
           
              The bearer gains Channel (1).
             
           | 
      
| 
              Touch of Greatness
              
               
                  Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                 
               | 
        
          Touch of Greatness
          
           
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             
           | 
      
| 
              Veil of Harag
              
               
                  The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
                 
               | 
        
          Veil of Harag
          
           
              The bearer can cast Tempest of the Storm Witch (Hereditary Spell) as a Bound Spell with Power Level (4/8).
             
           | 
      
| PL | EN | 
|---|---|
| 
              Aether Icon
              
               
                  The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                 
               | 
        
          Aether Icon
          
           
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             
           | 
      
| 
              Banner of Discipline
              
               
                  The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
                 
               | 
        
          Banner of Discipline
          
           
              The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
             
           | 
      
| 
              Banner of Speed
              
               
                  A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                 
               | 
        
          Banner of Speed
          
           
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             
           | 
      
| 
              Banner of the Relentless Company
              
               
                  One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                 
               | 
        
          Banner of the Relentless Company
          
           
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             
           | 
      
| 
              Banner of Tides
              
               
                  The bearer's unit gains [b]Feigned Flight[/b].
                 
               | 
        
          Banner of Tides
          
           
              The bearer's unit gains [b]Feigned Flight[/b].
             
           | 
      
| 
              Flaming Standard
              
               
                  One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                 
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          Flaming Standard
          
           
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             
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              Legion Standard
              
               
                  A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                 
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          Legion Standard
          
           
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             
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              Stalker's Standard
              
               
                  The bearer’s unit gains Strider.
                 
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          Stalker's Standard
          
           
              The bearer’s unit gains Strider.
             
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              Black Flag
              
               
                  The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
                 
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          Black Flag
          
           
              The bearer's unit gains [b]Fear[/b], and while in base contact with the bearer's unit, enemy units gain [b]Maximised (Fear Tests)[/b]. In addition, friendly units Engaged in the same Combat as the bearer's unit [b]must[/b] reroll natural to-wound rolls of '1'.
             
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