Infernal Dwarves (3.0.5.2)
weapon
The Light of Sonnstahl
max 99 per ArmyWounds automatically, AP is always~10.
Height of Hubris
max 99 per ArmyFirst 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 ArmySuccessful 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 ArmyNova Flare
max 99 per ArmyDevastating 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 ArmyShots (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 ArmyFor 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 ArmyFirst 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 ArmyAttack Value is set to~6, Zeal (against Characters).
Attack Gnasher
max 99 per ArmyThe 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 ArmyEldritch Inscriptions
max 99 per ArmyFirst Strike (Hatred, Zeal).
Vorpal Binding
max 99 per ArmySuccessful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Byargfylli
max 99 per ArmyDivine Attacks, Lethal Strike, Zeal.
Onyx Core
max 99 per ArmyStrength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
Eye of the Bull
max 99 per ArmyAffects 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 ArmyIf the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
King Slayer
max 99 per ArmyAttached, 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 ArmyLethal 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 ArmyRange 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 ArmyFirst Strike (Hatred, Zeal).
Shield Breaker
max 99 per Army+6~AP.
Eye of the Bull
max 99 per ArmyRitual 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 ArmyFor 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 ArmyNumber 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 ArmyRange~18, Shots~3, AP~3, Accurate.
Swarm Master
max 99 per ArmyWhile 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 ArmyKing Slayer
max 99 per ArmyAttached, 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 ArmyWhen 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 ArmyFirst 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 ArmyMultiple 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 ArmyAim~3+, Range~24, Str~5, AP~2, Flaming Attacks,. .
Flame of the East
max 99 per ArmyFlaming 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 ArmyShield Breaker
max 99 per Army+6~AP.
Heart-Ripper
max 99 per ArmyShield 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 ArmyCrush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Glory of the Dawn Age
max 99 per ArmyThe 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 ArmyAttack 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 ArmyStrength 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 ArmyCrush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Viper’s Curse
max 99 per ArmyPoison 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 ArmyShots~4. All Magnetic Short Bows in the wielder’s unit have their Strength set to~4.
Eldritch Inscriptions
max 99 per ArmyFirst Strike (Hatred, Zeal).
Hammer of Witches
max 99 per ArmyAtt 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 ArmyHero’s Heart
max 99 per Army+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Eldritch Inscriptions
max 99 per ArmyFirst Strike (Hatred, Zeal).
Burning Portent
max 99 per ArmyAP 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 ArmyFirst Strike (Hatred, Zeal).
Eyratoki
max 99 per ArmyThe 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 ArmyAegis (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 ArmyTazrek’s Guard
max 99 per ArmyThe bearer gains +1~HP, and its Resilience is set to~6.
Blaze of Protection
max 99 per ArmyThe 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 ArmyGhostly Guard
max 99 per Army+2~Arm against non-Magical Attacks.
Sandstorm Cloak
max 99 per ArmyThe 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 ArmyAttached, 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 ArmyGunagr's Armour
max 99 per ArmyFearless, Parry, and the bearer can never be wounded on better than 4+.
Wild Form
max 99 per ArmyDuring 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 ArmyAttached, which cannot be lost, and Resistance (Melee Attacks).
Gleaming Robe
max 99 per ArmyAegis (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 ArmyJackal’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 ArmyResistance.
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 ArmyAegis (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 ArmyGhostly 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 ArmyFor 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 ArmyThe bearer gains Magic Resistance (2), Hard Target (1).
Pan of Protection Pinchin’
max 99 per ArmyLugar’s Dice
max 99 per ArmyA single model part of the bearer’s model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. This cannot be used for Crush Attacks.
Obsidian Rock
max 99 per ArmyMagic Resistance (2).
Mask of Ages
max 99 per ArmyThe wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.
Immortal Gauntlets
max 99 per ArmyDuring 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 ArmyChannel (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 ArmyNot in use
Crown of Madness
max 99 per ArmyThe 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 ArmyImmune (Flaming Attacks), Hard Target (1).
Talisman of Shielding
max 99 per ArmyAegis (5+).
Harp of Bragi
max 99 per ArmyNot in use. The range of the bearer's Commanding Presence or Rally Around the Flag is always 18.
Exemplar’s Flame
max 99 per ArmyThe bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (3).
Sacred Hourglass
max 99 per ArmyThe first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Obsidian Rock
max 99 per ArmyMagic Resistance (2).
Locket of Sunna
max 99 per ArmyDuring 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 ArmyAt the end of any friendly Movement Phase after the first, the bearer may remove all friendly Tunnel Markers placed on a single Terrain Feature within~24 of the bearer. If so, one Unengaged unit in contact with that Terrain Feature suffers #1D6 (2)~hits with Str~4, AP~1, and Unmodifiable.
Mask of Mindless Violence
max 99 per ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Lygur’s Tongue
max 99 per ArmyAfflict (2~Off).
Tablet of Vezodinezh
max 99 per ArmyBook of Meladys
max 99 per ArmyThe 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 ArmyThe wearer and all Rank-and-File models with Height 1--2 in its unit gain Parry.
Lord of the Damned
max 99 per ArmyBefore 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 ArmyMagic Resistance (2).
Rod of Battle
max 99 per ArmyThe 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 ArmyThe 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 ArmyThe 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 ArmyOne 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 ArmyThe 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 ArmyThe bearer gains Fury, Dying Blow.
Veil of Harag
max 99 per ArmyThe bearer can cast (Hereditary) as a Bound Spell (4).
Ring of Desiccation
max 99 per ArmyDuring Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.
Mask of Mindless Violence
max 99 per ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Lugar's Dice
max 99 per ArmyMask of Mindless Violence
max 99 per ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Mimic Cloak
max 99 per ArmyStand 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 ArmyThe 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 ArmyDuring 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 ArmyDuring 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 ArmyThe 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 ArmyUnless the wearer is Shaken, Courage Tests taken by friendly units within~6 of the wearer benefit from Minimised.
Imbued Jade
max 99 per ArmyChannel (1), Regeneration (5+).
Ullor’s Horn
max 99 per ArmyEnemy 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 ArmyThe 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 ArmyThe 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 ArmyOne 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 ArmyChannel (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 ArmyDuring 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 ArmyThe 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 ArmyLearned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
Pillager Icon
max 99 per ArmyAll friendly units of , Razortusks and , excluding Characters, within~12 of the bearer gain Van\-guard~Mob)}.
Blessed Wrappings
max 99 per ArmyThe wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Golden Idol of Shamut
max 99 per ArmyObsidian Rock
max 99 per ArmyMagic Resistance (2).
Rod of Battle
max 99 per ArmyThe 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 ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Ancient Plaque
max 99 per ArmyThe 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 ArmyDuring 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 ArmyThe 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 ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Tome of the Ratking
max 99 per ArmyThe bearer’s unit gains Un\-stable.
Ceinran’s Scales
max 99 per ArmyThe bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (4).
Obsidian Rock
max 99 per ArmyMagic Resistance (2).
Mask of Ages
max 99 per ArmyMimic Cloak
max 99 per ArmyStand 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 ArmyAt 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 ArmyThe 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 ArmyAt 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 ArmyThe 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 ArmyMagic Resistance (2).
Book of the Dead
max 99 per ArmyThe 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:
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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.
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Mask of Mindless Violence
max 99 per ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Magical Heirloom
max 99 per ArmyThe 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 ArmyOne 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:
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Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
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If the unit cannot be placed, it is removed as a casualty where it was removed.
Glyph of Amryl
max 99 per ArmyThe bearer gains +3~Def.
Rod of Battle
max 99 per ArmyThe 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 ArmyChannel (2).
Tarina’s Lyre
max 99 per ArmyAny Stomp Attack)} made by enemy units within~8 of the bearer suffers a~2 to-wound modifier.
Ring of Desiccation
max 99 per ArmyObsidian Rock
max 99 per ArmyMagic Resistance (2).
Talisman of Shielding
max 99 per ArmyAegis (5+).
Obsidian Rock
max 99 per ArmyMagic Resistance (2).
Breath of the Brass Bull
max 99 per ArmyAmethyst Crystal
max 99 per ArmyUnless 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 ArmyAegis (+2, max~4+).
Kherp Sceptre
max 99 per ArmyThe wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Monster Munch
max 99 per ArmyThe bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
Moithir’s Mirror
max 99 per ArmyThe 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 ArmyRage. All Melee Attacks made by or against the wearer gain +1 to hit.
Tablet of Vezodinezh
max 99 per ArmyWhen 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 ArmyThe 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 ArmyThe 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 ArmyAttacks against the bearer suffer~1 to-wound.
Chest of Enveloping Fog
max 99 per ArmyDuration: 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 ArmyDuring 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 ArmyAegis (5+), Horror.
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Banner of the Wild Herd
max 99 per ArmyOne 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 ArmyThe bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
Banner of Tides
max 99 per ArmyThe 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 ArmyOne 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 ArmyApply 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.
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War College Banner
max 99 per ArmyThe bearer gains .
Castellan’s Crest
max 99 per ArmyOne 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 ArmyOne 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Zealots’ Banner
max 99 per ArmyBanner of Deception
max 99 per ArmyAt 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
max 99 per ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Stalker’s Standard
max 99 per ArmyThe bearer’s unit gains Stri\-der.
Aether Icon
max 99 per ArmyThe bearer’s unit gains Magic Resistance (1).
Banner of Speed
max 99 per ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Courage
max 99 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
War Banner of Rym\^a
max 99 per ArmyA 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 ArmyAttacks 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 ArmyOne 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 ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of the Twice Branded
max 99 per ArmyRelic Shroud
max 99 per ArmyThe bearer can cast Hereditary Spell as a Bound Spell (5).
Banner of Shamut
max 99 per ArmyModels 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 ArmyundergroundambushThe 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 ArmyWhile 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 ArmyOne 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 ArmyWhile 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 ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Flaming Standard
max 99 per ArmyOne 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Eye of the Gorgon
max 99 per ArmyThe 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 ArmyPennant of the Great Grass Sky
max 99 per ArmyThe bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.
Banner of Courage
max 99 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
max 99 per ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Goga Cauldron
max 99 per ArmyOne 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Icon of the Infinite
max 99 per ArmyThe bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
Banner of Speed
max 99 per ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Bell of the Deep Roads
max 99 per ArmyThe bearer’s unit gains Ambush (Terrain Feature with a friendly ).
Distortion Emblem
max 99 per ArmyOne 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 ArmyIn each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
Wasteland Torch
max 99 per ArmyThe 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 ArmyThe bearer’s unit gains Afflict (1~Dis), Horror.
Rending Banner
max 99 per ArmyOne 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 ArmyThe bearer’s unit gains First Strike (Aegis (5+)).
Banner of Shamut
max 99 per ArmyMarksman’s Pennant
max 99 per ArmyThe bearer’s unit gains Stand and Shoot.
Distortion Emblem
max 99 per ArmyOne 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 ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Sigil of the Closed Gates
max 99 per ArmyThe bearer’s unit gains +1~Mob and Ghost Step.
Lady’s Favour
max 99 per ArmyOne 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 ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Envoy’s Banner
max 99 per ArmyAll 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 ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
max 99 per ArmyA unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Rending Banner
max 99 per ArmyOne 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 ArmyBanner of Unity
max 99 per ArmyWhenever 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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Distortion Emblem
max 99 per ArmyOne 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 ArmyEach 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 ArmyThe bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).
Skull of Qenghet
max 99 per ArmyThe bearer’s unit gains Terror.
Banner of Urlain
max 99 per ArmyExclusive (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 ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Courage
max 99 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Rending Banner
max 99 per ArmyOne 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 ArmyThe 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 ArmyOne 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 ArmyThe bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
Koru Stone
max 99 per ArmyThe bearer’s unit gains Beacon of Courage) (12)}.
Black Standard of Zagvozd
max 99 per ArmyMelee Attacks made by Skeleton model parts without Mount in the bearer’s unit gain +1~to-hit.
Rending Banner
max 99 per ArmyOne 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 ArmyThe bearer’s unit gains .
Sacred Aquila
max 99 per ArmyThe 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 ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Scroll of Conquest
max 99 per ArmyOne use only. Duration: End of Turn. Units within~6 of the bearer must reroll failed Charge Range rolls.
Song of Cenyrn
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Scroll of a Free Mind
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Round of Combat. +3~Agi.
Scroll of Draining
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Potion of Healing
max 99 per ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Scroll of Power
max 99 per ArmyOne 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 ArmyOne use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Spell Scroll#1{}{~(#1)}
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Scroll of Power
max 99 per ArmyOne 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 ArmyOne use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Binding Scroll
max 99 per ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Scroll of Power
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Round of Combat. +3~Agi.
Rain Augur Brew
max 99 per ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Spell Scroll#1{}{~(#1)}
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
Sacred Seeds
max 99 per ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne 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 ArmyOne use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Seed of the Dark Forest
max 99 per ArmyOne 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 ArmyOne 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 ArmyThe 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 ArmyThe wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
Dusk Forged
max 99 per ArmyThe 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 ArmyThe 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 ArmyThe 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 ArmyAfflict (1~Agi).
Sigil of Protection
max 99 per Army+1~Arm.
Kadim Binding
max 99 per ArmySigil of Protection
max 99 per Army+1~Arm.
Witchfire Guard
max 99 per ArmyAegis (4+, against Magical Attacks).
Kadim Binding
max 99 per ArmyAegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.
Dusk Forged
max 99 per ArmyThe 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 ArmyThe 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 ArmyImmune (Fury, Lethal Strike).
Sun’s Embrace
max 99 per ArmyDis\-trac\-ting (1).
Sigil of Protection
max 99 per Army+1~Arm.
Dusk Forged
max 99 per ArmyThe 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 ArmyThe 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 ArmyThe bearer’s unit gains Stri\-der.
Aether Icon
max 99 per ArmyThe bearer’s unit gains Magic Resistance (1).
Sheltering Standard
max 99 per ArmyAttacks 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 ArmyOne use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Their Master’s Banner
max 99 per ArmyApply 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
Banner of Shamut
max 99 per ArmyModels 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 Twice Branded
max 99 per ArmyBanner of Courage
max 99 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Rending Banner
max 99 per ArmyOne use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
Army Organisation

Characters
(40% Max)
.png)
Core
(25% Min)
.png)
Special
(No Limit)

Instruments of Destruction
(25% Max)

Black Powder
(0 Max)
.png)
Fires Of Industry
(0 Max)

Airborne Legends
(No Limit)
Overlord
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 10 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 7 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Overlord | 4 | 7 | 4 | 1 | 4 |
|
Prophet
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Prophet | 2 | 4 | 4 | 1 | 2 |
|
Vizier
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 6 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Vizier | 3 | 6 | 4 | 1 | 3 |
|
Taurukh Commissioner
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 7" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | 6 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Taurukh Commissioner | 4 | 6 | 5 | 2 | 4 |
|
Lamassu Scholar
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 6" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | 4 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Student | 2 | 4 | 4 | 1 | 2 |
|
| Lamassu | 2 | 4 | 5 | 2 | 4 |
|
Mount Seat of Authority
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 4" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | C | C | C+1 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Vassal | 1 | 3 | 3 | 0 | 3 |
|
Mount Steppe Steed
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 8" | 8" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| C | C | C | C+1 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Steppe Steed | 2 | 3 | 3 | 1 | 3 |
|
Mount Kadim Chariot (mount)
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 7" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | C | 5 | C+2 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Kadim Beast | 2 | 3 | 5 | 2 | 4 | |
| Chassis | 5 | 2 |
|
Mount Bull of Shamut
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 6" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | C | 5 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Bull of Shamut | 4 | 4 | 5 | 2 | 3 |
|
Mount Infernal Bastion (mount)
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 5" | 4" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 8 | 1 | 6 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew | 1 | 4 | 3 | 0 | 2 |
|
| Battering Ram | 1 | 4 | 5 | 2 | 2 |
|
Infernal Warriors
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Infernal Warrior | 1 | 4 | 3 | 0 | 2 |
|
Citadel Guard
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Citadel Guard | 1 | 4 | 4 | 1 | 2 |
|
Vassal Levies
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 4" | 7 |
|
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 3 | 3 | 1 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Vassal Levy | 1 | 3 | 3 | 0 | 3 |
Shackled Slaves
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 4" | 4 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 2 | 4 | 0 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Shackled Slave | 1 | 2 | 3 | 0 | 1 |
|
Kadim Incarnates
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 6" | 6 |
|
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 3 | 4 | 2 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Kadim Incarnate | 2 | 3 | 5 | 2 | 4 |
Kadim Chariot
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 7" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | 4 | 5 | 2 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Champion of Lugar | 2 | 4 | 4 | 1 | 3 |
|
| Kadim Beast | 2 | 3 | 5 | 2 | 4 | |
| Chassis | 5 | 2 |
|
Immortals
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Immortal | 1 | 5 | 4 | 1 | 2 |
|
Disciples of Lugar
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 4" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Disciple of Lugar | 2 | 4 | 4 | 1 | 3 |
|
Taurukh Enforcers
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 7" | 7" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Taurukh Enforcer | 2 | 4 | 4 | 1 | 2 |
|
Taurukh Anointed
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 6" | 7" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 5 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Taurukh Anointed | 3 | 5 | 5 | 2 | 3 |
|
Vassal Cavalry
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 8" | 8" | 8 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 3 | 2 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Vassal Rider | 1 | 4 | 4 | 1 | 3 | |
| Steppe Steed | 2 | 3 | 3 | 1 | 3 |
|
Vassal Slingshot
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 0" | 7 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | 1 | 4 | 1 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew | 3 | 3 | 3 | 0 | 3 |
|
Gunnery Team
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 0" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Gunnery Team | 4 | 1 | 2 |
|
Infernal Artillery
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 0" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | 1 | 4 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew | 3 | 4 | 3 | 0 | 2 |
|
Infernal Bastion
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 5" | 4" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 8 | 1 | 6 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew | 1 | 4 | 3 | 0 | 2 |
|
| Battering Ram | 1 | 4 | 5 | 2 | 2 |
|
Infernal Engine
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 5" | 4" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 8 | 1 | 8 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Chassis | 5 | 2 | 2 |
|
Kadim Titan
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 4" | 7" | 7 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 7 | 4 | 6 | 2 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Kadim Titan | 6 | 4 | 6 | 3 | 3 |
|
Citizen Giant
| Global | Mar | Adv | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 7" | 7" | 8 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 8 | 3 | 5 | 3 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Citizen Giant | 5 | 3 | 5 | 2 | 3 |
|