Cult of Errahman

Cult of Errahman (3.0.5.2)

weapon

The Light of Sonnstahl

max 99 per Army

Wounds automatically, AP is always~10.

Height of Hubris

max 99 per Army

First Strike (Hatred, Multiple Wounds (2)).

Mastery of Slaughter

max 99 per Army

+1~Str, +1~AP.
If the wielder causes one or more HP losses with this weapon, then all attacks made by Rank-and-File models in its unit gain +1 to hit, with Duration: Round of Combat.

Elemental Blade

max 99 per Army

+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.

Vorpal Binding

max 99 per Army

Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.

Touch of Greatness

max 99 per Army

+1~Str, +1~AP.

Hunter’s Honour

max 99 per Army

+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat

Onyx Core

max 99 per Army

Nova Flare

max 99 per Army

Devastating Charge (+1~Att), Lethal Strike, Divine Attacks.

One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.

Cadaron’s Heartwood

max 99 per Army

Shots (3), Str as user~+1, AP as user~+1.

Secrets of the Doom Blade

max 99 per Army

+1~Att, +2~AP. ,Multiple Wounds (D3).
Rolls this model makes on the chart gain a~+2 modifier.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Transcendence

max 99 per Army

For each HP loss the wielder inflicts with this weapon on enemy models, it gains +1~Str and +1~AP, up to a maximum of +2 each, with Duration: Permanent.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Tristan’s Resolve

max 99 per Army

+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.

Scourge of Kings

max 99 per Army

Attack Value is set to~6, Zeal (against Characters).

Attack Gnasher

max 99 per Army

The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.

Mortal Reminder

max 99 per Army

+1~Str, +1~AP, and Terror.

Godslayer

max 99 per Army

+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)).
Note that the latter also applies towards models with Aegis Saves with conditional applications.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Flame of the East

max 99 per Army

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Vorpal Binding

max 99 per Army

Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.

Byargfylli

max 99 per Army

Divine Attacks, Lethal Strike, Zeal.

Onyx Core

max 99 per Army

Strength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).

Eye of the Bull

max 99 per Army

Affects both Shooting and Standard Melee Attacks. Attack Value is always~1, Strength always~5, and Armour Penetration always~10. Automatic Hits, Multiple Wounds (2, Melee).

Divine Judgement

max 99 per Army

If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.

King Slayer

max 99 per Army

Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.

Shield Breaker

max 99 per Army

+6~AP.

Twin Hungers

max 99 per Army

Lethal Strike. Every time a Standard Melee Attack made with this weapon rolls a~6 to wound and causes a HP loss, the wielder may Recover 1~HP at the end of current the Agility Step (unless their model was removed as a casualty). Only 1~HP can be regained per phase with this item.

Hurricane's Fury

max 99 per Army

Range 18, Shots #1D6 (2). Lightning Attacks. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit. Duration: One Turn.

Sliver of the Blazing Dawn

max 99 per Army

+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Shield Breaker

max 99 per Army

+6~AP.

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Shield Breaker

max 99 per Army

+6~AP.

Eye of the Bull

max 99 per Army

Ritual Bloodletter

max 99 per Army

+1~Att.
While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).

Pride of Gar Daecos

max 99 per Army

+1~Att, Divine Attacks.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Symbol of Slaughter

max 99 per Army

+2~Att, +2~Agi.

Fatal Folly

max 99 per Army

For each Standard Melee Attack allocated against the wielder’s model that results in a to-hit roll of~1, the wielder must perform a Standard Melee Attack at the end of the same Agility Step, before any casualties are removed. This overrides the normal restriction that attacks always strike at Agility Step~0. This attack must be allocated towards the model’s Health Pool that rolled the~1 to hit, and it does not count against the number of attacks the wielder’s model can make due to Restricted Attacks.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Bough of Wyscan

max 99 per Army

Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Ancestral Carvings

max 99 per Army

+2~Att, +2~Str, +2~AP, and Dis\-trac\-ting (1).

Rodentium Bullets

max 99 per Army

Range~18, Shots~3, AP~3, Accurate.

Swarm Master

max 99 per Army

While using this weapon, the wielder gains Grind Attack) (X, Str~3, AP~1,Unmodifiable)}, where X is the number of Proper Ranks in the wielder’s unit, up to a maximum of~10.

Symbol of Slaughter

max 99 per Army

King Slayer

max 99 per Army

Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.

Spirit Arrows

max 99 per Army

When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.

True Thirst

max 99 per Army

+1~Str, +1~AP, , Vampiric (3). If the wielder’s model has Height~4 or~5 , the wielder gains Vampiric (5) instead of Vampiric (3).

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Shield Breaker

max 99 per Army

+6~AP.

Shield Breaker

max 99 per Army

+6~AP.

Khagadai’s Legacy

max 99 per Army

Multiple Wounds~(D3).

Lacerating Touch

max 99 per Army

+2~Att, +2~AP.

Shield Breaker

max 99 per Army

+6~AP.

Storm Rockets

max 99 per Army

Aim~3+, Range~24, Str~5, AP~2, Flaming Attacks,. .

Flame of the East

max 99 per Army

Flaming Attacks, D3+1.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Shield Breaker

max 99 per Army

+6~AP.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Hawthorne Curse

max 99 per Army

Shield Breaker

max 99 per Army

+6~AP.

Heart-Ripper

max 99 per Army

Shield Breaker

max 99 per Army

+6~AP.

Uther’s Mettle

max 99 per Army

+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Omen of the Apocalypse

max 99 per Army

+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.

Touch of Greatness

max 99 per Army

+1~Str, +1~AP.

Giant Slayer

max 99 per Army

Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.

Glory of the Dawn Age

max 99 per Army

The wielder benefits from an increase to: Str, AP and Att by 1 for every spell with Duration: One Turn currently affecting the wielder’s model and/or enemy units in contact with the wielder. Note: The number of spells is determined at the start of the wielder’s Agility Step.

Serpent’s Nest Charm

max 99 per Army

Attack Value is set to~6, Poison Attacks.

Death Warrant

max 99 per Army

+X~Att, +X~Str, and +X~AP, where X is the number of friendly and of Height~1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

Supernatural Dexterity

max 99 per Army

+3~Def and +3~Off.

Reaper’s Harvest

max 99 per Army

Strength set to~10, Armour Penetration set to~10, Divine Attacks,Psychic Attacks.

Spirit of the Whirlwind

max 99 per Army

+1~Att, +1~Str, and +1~ AP.

Giant Slayer

max 99 per Army

Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.

Viper’s Curse

max 99 per Army

Poison Attacks (Melee \& Shooting).
Shots~4, Str~4, AP~2, and always hits on~4+.
It cannot benefit from Area Attack, Direct Hit.

Alchemical Arrows

max 99 per Army

Shots~4. All Magnetic Short Bows in the wielder’s unit have their Strength set to~4.

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Hammer of Witches

max 99 per Army

Att set to 5. In addition, the wielder benefits from +1~Str, and +1~AP when attacking a unit containing a model with a Learned Spell, or a unit that is under the effect of a spell with type Augment.

Lacerating Touch

max 99 per Army

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Burning Portent

max 99 per Army

AP set to~10. Flaming Attacks, Multiple Wounds (D3).

Oaken Might

max 99 per Army

+3~Str.

Hero’s Heart

max 99 per Army

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Eldritch Inscriptions

max 99 per Army

First Strike (Hatred, Zeal).

Eyratoki

max 99 per Army

The wielder gains Crush Attack, and when performing a Crush Attack, the wielder allocates an additional Crush Attack.

armour

Shielding Bark

max 99 per Army

+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Destiny’s Call

max 99 per Army

Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.

Mammoth-Hide Cloak

max 99 per Army

Tazrek’s Guard

max 99 per Army

The bearer gains +1~HP, and its Resilience is set to~6.

Blaze of Protection

max 99 per Army

The bearer’s Armour Equipment value is set to~6.
At the end of Agility Step~0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers one hit with Str~4, AP~0, Magical Attacks, Flaming Attacks, Unmodifiable.

Blacksteel

max 99 per Army

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Sandstorm Cloak

max 99 per Army

The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.

Basalt Infusion

max 99 per Army

+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Percival’s Panoply

max 99 per Army

+2~Arm.

Imperial Seal

max 99 per Army

+1~Dis; Armour Equipment is set to~6. Fearless.

Prayer Etched

max 99 per Army

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

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Warding of Unity

max 99 per Army

Attached, which cannot be lost, and Resistance (Melee Attacks).

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Plague-Hermit's Blessing

max 99 per Army

Gunagr's Armour

max 99 per Army

Fearless, Parry, and the bearer can never be wounded on better than 4+.

Wild Form

max 99 per Army

During Combat Choices, the bearer may gain either of the following, with Duration: Round of Combat:
smallitemizeitem
[] 1~Res, +1~Str, +1~AP
[] +1~Res, 1~Str, 1~AP
smallitemizeitem

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Protection of Dorac

max 99 per Army

+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.

Legend of the Black King

max 99 per Army

+1~Arm, Aegis (4+).

Gladiator’s Spirit

max 99 per Army

+1~Arm, Parry.

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Warding of Unity

max 99 per Army

Attached, which cannot be lost, and Resistance (Melee Attacks).

Gleaming Robe

max 99 per Army

Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.

Star Metal Alloy

max 99 per Army

+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Blaze of Protection

max 99 per Army

Jackal’s Blessing

max 99 per Army

+2~HP, Regeneration (5+).

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Trickster’s Cunning

max 99 per Army

Resistance.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Aaghor’s Affliction

max 99 per Army

+1~Res, and Regeneration (4+). The model loses Light Armour, Metal Armour, and automatically fails all its Armour Saves.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Destiny’s Call

max 99 per Army

Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.

Daemon’s Bane

max 99 per Army

+2~Arm against Magical Attacks.

Aurochs Resilience

max 99 per Army

+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.

Vital Essence

max 99 per Army

+1~HP, Regeneration (4+).

Thrice-Forged

max 99 per Army

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

Wrestler’s Belt

max 99 per Army

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

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Basalt Infusion

max 99 per Army

+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Ghostly Guard

max 99 per Army

+2~Arm against non-Magical Attacks.

Seal of the Republic

max 99 per Army

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

Death Cheater

max 99 per Army

+1~Arm, and Regeneration (4+).

artefact

Storm Cloak

max 99 per Army

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

Pan of Protection Pinchin’

max 99 per Army

Lugar’s Dice

max 99 per Army

A single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Mask of Ages

max 99 per Army

The wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.

Immortal Gauntlets

max 99 per Army

During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.

Carved Tablet

max 99 per Army

(see Howdah Devices).

Talisman of the Void

max 99 per Army

Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Norn's Bones

max 99 per Army

Not in use

Crown of Madness

max 99 per Army

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

Starfall Lodestone

max 99 per Army

Immune (Flaming Attacks), Hard Target (1).

Talisman of Shielding

max 99 per Army

Aegis (5+).

Harp of Bragi

max 99 per Army

Not in use. The range of the bearer's Commanding Presence or Rally Around the Flag is always 18.

Exemplar’s Flame

max 99 per Army

The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (3).

Sacred Hourglass

max 99 per Army

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

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Locket of Sunna

max 99 per Army

During Combat Choices, select one enemy Character in contact with the wearer’s unit. Select a model part on the selected Character: it suffers 2~Att, 2~Off, 2~Str, and 2~AP, with Duration: Round of Combat.

Darkstone Detonator

max 99 per Army

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

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Lygur’s Tongue

max 99 per Army

Afflict (2~Off).

Tablet of Vezodinezh

max 99 per Army

Book of Meladys

max 99 per Army

The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.

Hypnotic Pendant

max 99 per Army

The wearer and all Rank-and-File models with Height 1--2 in its unit gain Parry.

Lord of the Damned

max 99 per Army

Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Winter Cloak

max 99 per Army

The bearer gains Aegis (3+, against Flaming Attacks),Aegis (5+),Dis\-trac\-ting (1), and automatically fails all Regeneration Saves.

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Hail Shot

max 99 per Army

One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
itemize[noitemsep,wide=0pt, leftmargin= + 2]
Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
itemize
cannot benefit from .

Magical Heirloom

max 99 per Army

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).

Horn of Bragh

max 99 per Army

The bearer gains Fury, Dying Blow.

Veil of Harag

max 99 per Army

The bearer can cast (Hereditary) as a Bound Spell (4).

Ring of Desiccation

max 99 per Army

During Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Lugar's Dice

max 99 per Army

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Mimic Cloak

max 99 per Army

Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.

Troll Hide

max 99 per Army

The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).

Cursed Medallion

max 99 per Army

During Pre-game~Selections, choose a single model unit on the opponent’s Army List (remember: all Characters are single model units). The wearer gains Hatred (chosen model), Zeal (chosen model).

Skull Fetish

max 99 per Army

During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.

Golden Idol of Shamut

max 99 per Army

The bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (4). In addition, if the bearer’s model is of Height~1, its Charge Speed is set to~4, its Mobility is set to~6, and it gains Ghost Step.

Ring of the Obsidian Thrones

max 99 per Army

Unless the wearer is Shaken, Courage Tests taken by friendly units within~6 of the wearer benefit from Minimised.

Imbued Jade

max 99 per Army

Channel (1), Regeneration (5+).

Ullor’s Horn

max 99 per Army

Enemy units within~8 of the bearer lose the Charging Momentum Agility bonus as well as the +1~Combat Score bonus from Charging.

Breath of the Brass Bull

max 99 per Army

The bearer’s model gains +1~HP and First Strike (Grind Attack)) (X, Magical Attacks, Toxic Attacks)}. X is equal to the number of models in contact with the bearer’s unit’s Front Facing.

Necromantic Staff

max 99 per Army

The wielder gains Channel (1), and can cast Arise! (Hereditary Spell) as a Bound Spell (5), with the following changes: Range is set to~6, and it gains the Type: Aura.

Horn of the Wild Hunt

max 99 per Army

One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.

Talisman of the Void

max 99 per Army

Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Crown of the Wizard King

max 99 per Army

During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Dark Familiar

max 99 per Army

Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).

Pillager Icon

max 99 per Army

All friendly units of , Razortusks and , excluding Characters, within~12 of the bearer gain Van\-guard~Mob)}.

Blessed Wrappings

max 99 per Army

The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).

Golden Idol of Shamut

max 99 per Army

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Ancient Plaque

max 99 per Army

The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, it may reroll all Magic Dice for this Casting Roll, provided no other friendly Wizard has made a Casting Roll during this phase.

Crown of the Wizard King

max 99 per Army

During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Tome of the Ratking

max 99 per Army

The bearer’s unit gains Un\-stable.

Ceinran’s Scales

max 99 per Army

The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (4).

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Mask of Ages

max 99 per Army

Mimic Cloak

max 99 per Army

Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.

Crown of the Pharaohs

max 99 per Army

At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.

Rampager’s Chain

max 99 per Army

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

Crown of Hubris

max 99 per Army

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

Scepter of the Usurper

max 99 per Army

The bearer’s unit gains Fearless. If the General is removed as a casualty, the bearer becomes the General. If the slain General was a , the bearer also sets their Discipline to 9, with Duration: Permanent.

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Book of the Dead

max 99 per Army

The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant.
Choose one of the following effects for each target:
itemize[leftmargin=*]
The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value.
One model in the target Recovers a number of HP equal to its Resurrected value.
itemize

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Magical Heirloom

max 99 per Army

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).

Yeti Furs

max 99 per Army

, Stri\-der.

Mist Walker’s Mirror

max 99 per Army

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 any enemy model:
enumerate[noitemsep,wide=0pt, leftmargin= + 2]
Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
enumerate
If the unit cannot be placed, it is removed as a casualty where it was removed.

Glyph of Amryl

max 99 per Army

The bearer gains +3~Def.

Rod of Battle

max 99 per Army

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

Spirit Caller’s Charm

max 99 per Army

Channel (2).

Tarina’s Lyre

max 99 per Army

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

Ring of Desiccation

max 99 per Army

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Talisman of Shielding

max 99 per Army

Aegis (5+).

Obsidian Rock

max 99 per Army

Magic Resistance (2).

Breath of the Brass Bull

max 99 per Army

Amethyst Crystal

max 99 per Army

Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.

Diadem of Protection

max 99 per Army

Aegis (+2, max~4+).

Kherp Sceptre

max 99 per Army

The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).

Monster Munch

max 99 per Army

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

Moithir’s Mirror

max 99 per Army

The bearer gains Aegis (5+, against Melee Attacks). If one or more Melee Attacks are allocated against the bearer, it gains Grind Attack) (3, Str~4, AP~2, Magical Attacks, Unmodifiable)}, with Duration: Round of Combat. This Grind Attack)} is always resolved with Agi~0. (Note that attacks made at Agility Step~0 can trigger this effect.)

Mask of Mindless Violence

max 99 per Army

Rage. All Melee Attacks made by or against the wearer gain +1 to hit.

Tablet of Vezodinezh

max 99 per Army

When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled~1 or~2 as a~3.

Sacred Chalice

max 99 per Army

The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.

Eternity Gem

max 99 per Army

The bearer’s model gains Immune (Lethal Strike). When the model suffers a wound from an attack with Multiple Wounds (X), reduce the number of wounds suffered by~1, to a minimum of~1.

Night’s Crown

max 99 per Army

Attacks against the bearer suffer~1 to-wound.

Chest of Enveloping Fog

max 99 per Army

Duration: Instant. One use only. Can be activated at the end of any friendly Movement Phase, if the bearer is Unengaged. Place a Water Terrain, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Water Terrain has the dimensions of a 106 rectangle. It follows the normal Water Terrain rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.

Veilgate Orb

max 99 per Army

During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain.
One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Death Mask of Teput

max 99 per Army

Aegis (5+), Horror.

banner

Banner of the Wild Herd

max 99 per Army

One use only. Duration: One Phase. May be activated during Combat Choices. Rank-and-File model parts with Wildhorn in the bearer’s unit have their Str set to~4 and their AP set to~1.

Predator Pennant

max 99 per Army

The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).

Banner of Tides

max 99 per Army

The bearer's unit gains Feigned Flight, Hit and Run. In addition, when using Hit and Run, the unit automatically Rally at the end of .

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Their Master’s Banner

max 99 per Army

Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence:
smallitemizeitem
Model parts with Vassal in the bearer’s unit gain Fury.
The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase.
smallitemizeitem

War College Banner

max 99 per Army

The bearer gains .

Castellan’s Crest

max 99 per Army

One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.

Rending Banner

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Zealots’ Banner

max 99 per Army

Banner of Deception

max 99 per Army

At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Stalker’s Standard

max 99 per Army

The bearer’s unit gains Stri\-der.

Aether Icon

max 99 per Army

The bearer’s unit gains Magic Resistance (1).

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

War Banner of Rym\^a

max 99 per Army

A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).

Sheltering Standard

max 99 per Army

Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Banner of the Twice Branded

max 99 per Army

Relic Shroud

max 99 per Army

The bearer can cast Hereditary Spell as a Bound Spell (5).

Banner of Shamut

max 99 per Army

Models in the bearer’s unit gain +1~Off. In addition, a unit containing a Banner of Shamut adds +1 to the Combat Score of its side.

Banner of the Entombed

max 99 per Army

undergroundambushThe bearer counts towards Entombed.
If taken by a Character, the bearer gains .
If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.

Caedhren’s Pennon

max 99 per Army

While the bearer’s unit is part of a Combined Charge, that unit, as well as all other units that are Charging the same target, must reroll failed Charge Range rolls, and benefit from Devastating Charge (Hard Target (1)).

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Black Flag

max 99 per Army

While in contact with the bearer's unit, enemy units Courage Tests suffers form Maximised. In addition, friendly models in units Engaged in the same Combined Combat as the bearer's unit must re-roll 1's to wound.

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Flaming Standard

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Eye of the Gorgon

max 99 per Army

The bearer’s unit gains Horror. During Combat Choices, select one Rank-and-File model part, or a model part on the bearer’s model, in the Front Rank of the bearer’s unit: that model part gains , with Duration: Round of Combat.

Their Master's Banner

max 99 per Army

Pennant of the Great Grass Sky

max 99 per Army

The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Goga Cauldron

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Icon of the Infinite

max 99 per Army

The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Bell of the Deep Roads

max 99 per Army

The bearer’s unit gains Ambush (Terrain Feature with a friendly ).

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Becalming

max 99 per Army

In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.

Wasteland Torch

max 99 per Army

The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}.
In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.

Oriflamme

max 99 per Army

The bearer’s unit gains Afflict (1~Dis), Horror.

Rending Banner

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

Navigator’s Banner

max 99 per Army

The bearer’s unit gains First Strike (Aegis (5+)).

Banner of Shamut

max 99 per Army

Marksman’s Pennant

max 99 per Army

The bearer’s unit gains Stand and Shoot.

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Sigil of the Closed Gates

max 99 per Army

The bearer’s unit gains +1~Mob and Ghost Step.

Lady’s Favour

max 99 per Army

One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Envoy’s Banner

max 99 per Army

All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Banner of Speed

max 99 per Army

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Rending Banner

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

Banner of the Twice Branded

max 99 per Army

Banner of Unity

max 99 per Army

Whenever the bearer’s unit is targeted by an Order, it may immediately give that same Order (for free) to up to two within~8 (of itself).

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Eldritch Might

max 99 per Army

Each turn, if the unit has been a target of at least one successfully cast friendly spell it gains Fight in Extra Rank, with Duration: One Turn. In addition, during your Magic Phase, all spells targeting only the bearer’s unit gain a +1~modifier to their Casting Rolls.

Banner of the Gyengget

max 99 per Army

The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).

Skull of Qenghet

max 99 per Army

The bearer’s unit gains Terror.

Banner of Urlain

max 99 per Army

Exclusive (Captain, ). The unit’s maximum size is changed to 15~models for units entirely with Height~1, and to 6~models for units entirely with Height~2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1~Att).

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Banner of Courage

max 99 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Rending Banner

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

Banner of Roland

max 99 per Army

The bearer’s unit gains Aegis (5+, against Ranged Attacks).
In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.

Distortion Emblem

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Silent Mist

max 99 per Army

The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.

Koru Stone

max 99 per Army

The bearer’s unit gains Beacon of Courage) (12)}.

Black Standard of Zagvozd

max 99 per Army

Melee Attacks made by Skeleton model parts without Mount in the bearer’s unit gain +1~to-hit.

Rending Banner

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

Obelisk of Collaboration

max 99 per Army

The bearer’s unit gains .

Sacred Aquila

max 99 per Army

The bearer and Rank-and-File models in the bearer’s unit gain Fury.
In addition, for each to-hit roll of~1 with a Standard Melee Attack made by the bearer or a Rank-and-File model in its unit, the bearer’s unit suffers a hit with Str~3, AP~0 and Unmodifiable at the end of the Agility Step in which this effect is triggered.

potionAndScroll

Binding Scroll

max 99 per Army

One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Scroll of Conquest

max 99 per Army

One use only. Duration: End of Turn. Units within~6 of the bearer must reroll failed Charge Range rolls.

Song of Cenyrn

max 99 per Army

One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.

Potion of Rat Form

max 99 per Army

One use only. Duration: One Phase. During any friendly Magic Phase, the bearer can choose to lose Attached (if they had it) and perform a~\textbf{Magical Move {#1})} (6)}. It must end this move by joining another friendly unit (following the normal rules for joining units).

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Favanite Powder

max 99 per Army

One use only. Duration: One Phase. When casting a Hex spell, after having seen the result of the Casting Roll, the bearer can choose to gain Casting Roll.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Potion of Swiftness

max 99 per Army

One use only. Duration: Round of Combat. +3~Agi.

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Gnasher Bait

max 99 per Army

One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Dragon’s Brew

max 99 per Army

One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Scroll of Desiccation

max 99 per Army

One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Dragon’s Brew

max 99 per Army

One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).

Binding Scroll

max 99 per Army

One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Black Knight’s Tonic

max 99 per Army

One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Beastmaster’s Vial

max 99 per Army

One use only. Duration: End of Combat. Can be activated at the start of any Round of Combat: one friendly unit entirely with Beast within~12 of the bearer gains Dying Blow.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Potion of Swiftness

max 99 per Army

One use only. Duration: Round of Combat. +3~Agi.

Rain Augur Brew

max 99 per Army

One use only. Duration: One Turn. If the bearer is on the Battlefield, this item is automatically activated at the start of the first Game Turn; if not, it has no effect. All Ranged Attacks suffer~1 to hit.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Te Aupouri Smokestone

max 99 per Army

One use only. Duration: One Phase. May be activated when a friendly unit fails a Break Test (after any rerolls): enemy units within~18 of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Scroll of Draining

max 99 per Army

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Scroll of a Free Mind

max 99 per Army

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

Spell Scroll#1{}{~(#1)}

max 99 per Army

One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.

Stampede Resonator Crystal

max 99 per Army

One use only. Duration: End of Turn. May be activated at the start of any Charge Phase. Select a single friendly unit containing models with Height~4-5 within~18: all model parts with Height~4-5 in the selected unit lose Stomp Attack)} and gains Impact Hits) (X)}, where~X is equal to the amount of hits from its Stomp Attack)} (if a model part already had Impact Hits)}, increase the number of hits by its amount of Stomp Attack)} instead).

Scroll of the Pearl Throne

max 99 per Army

One use only. Duration: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.
Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.

Wyrd Stone

max 99 per Army

One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).

Sacred Seeds

max 99 per Army

One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Moon Shrooms

max 99 per Army

One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.

Scroll of Power

max 99 per Army

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Potion of Healing

max 99 per Army

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

Seed of the Dark Forest

max 99 per Army

One use only. Duration: Permanent. During Pre-game~Selections, place a Forest:
itemize
Touching your Deployment Zone.
Not in contact with any other Terrain Feature .
itemize
This Forest is a 106 rectangle, that can not be chosen for Primary or Secondary Objectives. Friendly units entirely with treat this Forest as part of their Deployment Zone for the purpose of where they can be Deployed. A unit that starts the game in contact with this Forest cannot declare a Charge in the first Player Turn of the first Game Turn.

Potion of Power Preservation

max 99 per Army

One use only. Duration: Instant. May be activated immediately 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.

shield

Sigil of Protection

max 99 per Army

+1~Arm.

Sigil of Protection

max 99 per Army

+1~Arm.

Wild Warding

max 99 per Army

+3~Arm. The models Armour value can never be improved beyond~5.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Sigil of Protection

max 99 per Army

+1~Arm.

Fortress of Faith

max 99 per Army

The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Obscuring Fog

max 99 per Army

Afflict (1~Agi).

Sigil of Protection

max 99 per Army

+1~Arm.

Kadim Binding

max 99 per Army

Sigil of Protection

max 99 per Army

+1~Arm.

Witchfire Guard

max 99 per Army

Aegis (4+, against Magical Attacks).

Kadim Binding

max 99 per Army

Aegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Shield of Volund

max 99 per Army

Immune (Fury, Lethal Strike).

Sun’s Embrace

max 99 per Army

Dis\-trac\-ting (1).

Sigil of Protection

max 99 per Army

+1~Arm.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Dusk Forged

max 99 per Army

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Wild Warding

max 99 per Army

+3~Arm. The models Armour value can never be improved beyond~5.

Banner enchantement

Stalker’s Standard

max 99 per Army

The bearer’s unit gains Stri\-der.

Aether Icon

max 99 per Army

The bearer’s unit gains Magic Resistance (1).

Sheltering Standard

max 99 per Army

Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.

Flaming Standard

max 99 per Army

One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks

Army Organisation

Characters

Characters

(No Limit)

Core

Core

(No Limit)

Special

Special

(No Limit)