Elfos de la Oscuridad

Elfos de la Oscuridad

Correspondence of translations with another language

Rules and Equipments used by the army

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Halberd
Halberd
Ballesta de Repetición
Alcance 24” Fuerza 3 Reglas Especiales - Disparos Múltiples (2). - Perforar Armadura (1).
Repeater Crossbow
Shooting Weapon. Range 24", Strength 3, Armour Piercing (1) , Multiple Shots (2).
Armadura Pesada
Heavy Armour
Armas Emparejadas
Paired Weapons
Light Armour
Light Armour
Gladiator Weapons
Close Combat Weapon. The bearer gains Weapon Master. This weapon may be used as Hand Weapon & Shield, Flail, Paired Weapons, Spear & Shield, Great Weapon or Halberd.
Gladiator Weapons
Close Combat Weapon. The bearer gains Weapon Master. This weapon may be used as Hand Weapon & Shield, Flail, Paired Weapons, Spear & Shield, Great Weapon or Halberd.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Natural Armour
Natural Armour
Aura of Despair
Enemy units in base contact with one or more models with this special rule roll an extra D6 for Leadership Tests, excluding Break Tests, and discard the lowest D6 rolled.
Aura of Despair
Enemy units in base contact with one or more models with this special rule roll an extra D6 for Leadership Tests, excluding Break Tests, and discard the lowest D6 rolled.
Elven Bolt Thrower
This weapon can be fired in two ways: - As a Bolt Thrower Artillery Weapon ​with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6) - As a Volley Gun (6) Artillery Weapon​ with: Range 48", Strength 4, Armour Piercing (1)
Elven Bolt Thrower
This weapon can be fired in two ways: - As a Bolt Thrower Artillery Weapon ​with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6) - As a Volley Gun (6) Artillery Weapon​ with: Range 48", Strength 4, Armour Piercing (1)
Barding
Barding
Beast Rider
Beast Rider
Divine Blessings
At the beginning of each friendly Player Turn and before the battle (after moving Vanguarding units), choose one ofthe following effects. Effects lasts until the start ofthe nextfriendly Player Turn (check and update which friendly units are within range throughout this period). All friendly units within 12" of the Divine Altar gain Lethal Strike. Any Close Combat Attacks that already had Lethal Strike must reroll failed rolls to wound. Mounts are unaffected. - All friendly units within 12" of the Divine Altar gain a Ward Save (5+) against Wounds caused by Artillery Weapons. If the opponent has the first Player Turn, apply this effect just before moving Vanguarding units. - When choosing this effect, nominate an enemy unit on the battlefield. All Friendly units within 12" of the Divine Altar may reroll failed rolls when determining the Charge Range against the nominated unit. Other models with Towering Presence cannot benefit from Divine Blessings. A single unit cannot be affected by more than one Divine Blessing at any time. If under the influence of more than one, only apply the most recently used one.
Divine Blessings
At the beginning of each friendly Player Turn and before the battle (after moving Vanguarding units), choose one ofthe following effects. Effects lasts until the start ofthe nextfriendly Player Turn (check and update which friendly units are within range throughout this period). All friendly units within 12" of the Divine Altar gain Lethal Strike. Any Close Combat Attacks that already had Lethal Strike must reroll failed rolls to wound. Mounts are unaffected. - All friendly units within 12" of the Divine Altar gain a Ward Save (5+) against Wounds caused by Artillery Weapons. If the opponent has the first Player Turn, apply this effect just before moving Vanguarding units. - When choosing this effect, nominate an enemy unit on the battlefield. All Friendly units within 12" of the Divine Altar may reroll failed rolls when determining the Charge Range against the nominated unit. Other models with Towering Presence cannot benefit from Divine Blessings. A single unit cannot be affected by more than one Divine Blessing at any time. If under the influence of more than one, only apply the most recently used one.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hunting Beast
Hunting Beast
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Escudo
Shield
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Devastating Charge
In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
Devastating Charge
In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
Earth-shattering Charge
Earth-shattering Charge
Impact Hits (+1)
Impact Hits (+1)
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Professional Courtesy
Assassins cannot join (nor be deployed in) units that contain another Assassin. Assassins may perform Make Way moves even when they are in base contact with an enemy model.
Professional Courtesy
Assassins cannot join (nor be deployed in) units that contain another Assassin. Assassins may perform Make Way moves even when they are in base contact with an enemy model.
Cult of Nabh
Model parts with the Cult of Nabh gain Hatred, and lose Killer Instinct if they had it.
Cult of Nabh
Model parts with the Cult of Nabh gain Hatred, and lose Killer Instinct if they had it.
Cult of Yema
Model parts with the Cult of Yema gain Strider and +1. Movement (also affects mounts), and lose Killer Instinct if they had it.
Cult of Yema
Model parts with the Cult of Yema gain Strider and +1. Movement (also affects mounts), and lose Killer Instinct if they had it.
Démon de Khorne
Démon de Khorne
Démoniaque
Démoniaque
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Executioner’s Blade
Great Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Infantry, War Beast, Cavalry).
Executioner’s Blade
Great Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Infantry, War Beast, Cavalry).
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
Fear
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds. If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds. If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Frenzy
Frenzy
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Large target
Large target
Harpoon Launcher
Shooting Weapon with Range 24", Strength 7, Reload!, Quick to Fire and Multiple Wounds (D3).
Harpoon Launcher
Shooting Weapon with Range 24", Strength 7, Reload!, Quick to Fire and Multiple Wounds (D3).
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Innate Protection (3+)
Innate Protection (3+)
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Instinto Asesino
La Parte de una Miniatura con esta regla puede repetir todos los resultados naturales de ‘1’ al Herir en Combate.
Killer Instinct
A model part with this special rule may reroll all natural to-wound rolls of '1' in Close Combat.
L'Union fait la Force
L'Union fait la Force
Lanza de Caballería
Lance
Lanza Ligera
Light Lance
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
Master of the Dark Arts
If your army includes one or more models with this rule, add +1 to Channel Attempts in your Magic Phase.
Master of the Dark Arts
If your army includes one or more models with this rule, add +1 to Channel Attempts in your Magic Phase.
Monstre d'Airain
Monstre d'Airain
Protección de la Montura (5+)
Mount’s Protection (5+)
Protección de la Montura (6+)
Mount’s Protection (6+)
Not a Leader
Models with this rule can never be the General.
Not a Leader
Models with this rule can never be the General.
Petrifying Stare
Nominate one normal Close Combat Attack from a model part with this special rule before rolling to hit. This attack gains Strength 4 with Armour Piercing (6). When rolling to wound with this attack, use the opponent’s Initiative instead of the opponent’s Toughness. This cannot be done as a Supporting Attack.
Petrifying Stare
Nominate one normal Close Combat Attack from a model part with this special rule before rolling to hit. This attack gains Strength 4 with Armour Piercing (6). When rolling to wound with this attack, use the opponent’s Initiative instead of the opponent’s Toughness. This cannot be done as a Supporting Attack.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Sauve qui Peut !
Sauve qui Peut !
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Stone Skeleton
Stone Skeleton
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Terror
Terror
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+) - Combat
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use). *Can only be used against Close Combat Attacks.
Ward Save (4+) - Combat
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use). *Can only be used against Close Combat Attacks.
Wizard Apprentice with 1 learned spell
Wizard Apprentice with 1 learned spell
Wizard Conclave​​​​ (Altered Sight and Ice and Fire (Cosmology))
Altered Sight and Ice and Fire (Cosmology). If the unit has joined the Cult of Yema, they instead have Wizard Conclave: Breath of Corruption and The Grave Calls (Occultism).
Wizard Conclave​​​​ (Altered Sight and Ice and Fire (Cosmology))
Altered Sight and Ice and Fire (Cosmology). If the unit has joined the Cult of Yema, they instead have Wizard Conclave: Breath of Corruption and The Grave Calls (Occultism).

Magic Items usable by the army

ES EN
Amulet of Spite
If an enemy Wizard within 12" attempted casting a spell in which two or more Magic Dice rolled a double, the caster suffers a Miscast. A single casting roll cannot result in more than one Miscast.
Amulet of Spite
If an enemy Wizard within 12" attempted casting a spell in which two or more Magic Dice rolled a double, the caster suffers a Miscast. A single casting roll cannot result in more than one Miscast.
Ring of Shadows
The bearer's model and all Infantry models in its unit count as being in Soft Cover. If one of the models affected by this item is already in Soft Cover, it counts as being in Hard Cover instead. Close Combat Attacks made against the bearer’s model or any Infantry models in its unit suffer -1 Weapon Skill (to a minimum of 1).
Ring of Shadows
The bearer's model and all Infantry models in its unit count as being in Soft Cover. If one of the models affected by this item is already in Soft Cover, it counts as being in Hard Cover instead. Close Combat Attacks made against the bearer’s model or any Infantry models in its unit suffer -1 Weapon Skill (to a minimum of 1).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beastmaster's Lash
Type: Hand Weapon. The wielder gains +1 Attack when using this weapon. Attacks made with this weapon are always performed at Strength 5 (regardless of modifiers). A model with Towering Presence that is hit by this weapon loses Stomp (if it had it) until the end of the Phase.
Beastmaster's Lash
Type: Hand Weapon. The wielder gains +1 Attack when using this weapon. Attacks made with this weapon are always performed at Strength 5 (regardless of modifiers). A model with Towering Presence that is hit by this weapon loses Stomp (if it had it) until the end of the Phase.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crimson Mail
Type: Heavy Armour. For each unsaved wound inflicted by the wearer in Close Combat, the wearer gains +1 to its Armour Save (which cannot be improved better than 1+) for the remainder of the game.
Crimson Mail
Type: Heavy Armour. For each unsaved wound inflicted by the wearer in Close Combat, the wearer gains +1 to its Armour Save (which cannot be improved better than 1+) for the remainder of the game.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Dagger of Moraec
During each friendly Magic Phase, after the Magic Flux roll, the bearer may inflict D3 wounds onto its unit, with no saves of any kind allowed. If the bearer does so, all natural to-wound rolls of '1' from spells cast by the bearer must be rerolled.
Dagger of Moraec
During each friendly Magic Phase, after the Magic Flux roll, the bearer may inflict D3 wounds onto its unit, with no saves of any kind allowed. If the bearer does so, all natural to-wound rolls of '1' from spells cast by the bearer must be rerolled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Wandering Familiar
At the start of each friendly Magic Phase you may place a familiar counter with a 20x20mm base within 6" of the owner. This familiar acts (and is subject to the same restrictions) as a model of Standard Height for the purpose of drawing Lines of Sight. It must be put more than 1" away from other models and from Impassable terrain. Once it is placed, the player must declare which side of the familiar is the front. Whenever the bearer of this item casts a non-bound spell, it may choose to use the position of its familiar when drawing Line of Sight, measuring Range and determining front arc (you must use all of these or none at all). At the end of the Magic Phase the familiar is removed.
Wandering Familiar
At the start of each friendly Magic Phase you may place a familiar counter with a 20x20mm base within 6" of the owner. This familiar acts (and is subject to the same restrictions) as a model of Standard Height for the purpose of drawing Lines of Sight. It must be put more than 1" away from other models and from Impassable terrain. Once it is placed, the player must declare which side of the familiar is the front. Whenever the bearer of this item casts a non-bound spell, it may choose to use the position of its familiar when drawing Line of Sight, measuring Range and determining front arc (you must use all of these or none at all). At the end of the Magic Phase the familiar is removed.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Headsman's Axe
Type: Great Weapon. Attacks with this weapon gain +3 Strength (instead of +2) and Multiple Wounds (2).
Headsman's Axe
Type: Great Weapon. Attacks with this weapon gain +3 Strength (instead of +2) and Multiple Wounds (2).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Midnight Cloak
The wearer gains a Ward Save (3+) against Ranged Attacks. The wearer also gains Lethal Strike and Multiple Wounds (D3) in the first Round of Combat.
Midnight Cloak
The wearer gains a Ward Save (3+) against Ranged Attacks. The wearer also gains Lethal Strike and Multiple Wounds (D3) in the first Round of Combat.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).

Magic Standards usable by the army

ES EN
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Blood
Any model parts with Killer Instinct in the bearer’s unit may reroll failed to-wound rolls of '1' and '2' in Close Combat.
Banner of Blood
Any model parts with Killer Instinct in the bearer’s unit may reroll failed to-wound rolls of '1' and '2' in Close Combat.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Gar Daecos
Lord of Dread with Fleet Commander only Corsairs and Dread Legionnaires in units within 6" of the bearer gain a +1 to-wound modifier in Close Combat.
Banner of Gar Daecos
Lord of Dread with Fleet Commander only Corsairs and Dread Legionnaires in units within 6" of the bearer gain a +1 to-wound modifier in Close Combat.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.

Units od the army

ES EN
Dread Prince
Dread Prince
Cult Priest (Cult of Yema)
Cult Priest (Cult of Yema)
Oracle
Oracle
Cult Priest (Cult of Nabh)
Cult Priest (Cult of Nabh)
Captain
Captain
Assassin
Assassin
Elven Horse
Elven Horse
Raptor
Raptor
Pegasus
Pegasus
Raptor Chariot
Raptor Chariot
Dragon
Dragon
Manticore
Manticore
Blades of Nabh
Blades of Nabh
Corsairs
Corsairs
Dark Raiders
Dark Raiders
Dread Legionnaires
Dread Legionnaires
Repeater Auxiliaries
Repeater Auxiliaries
Dancers of Yema
Dancers of Yema
Dark Acolytes
Dark Acolytes
Divine Altar
Divine Altar
Divine Altar
Divine Altar
Dread Knights
Dread Knights
Medusa
Medusa
Raptor Chariot
Raptor Chariot
Tower Guard
Tower Guard
Executioners
Executioners
Harpies
Harpies
Raven Cloaks
Raven Cloaks
Dread Reaper
Dread Reaper
Hunting Chariot
Hunting Chariot
Hydra
Hydra
Kraken
Kraken