Szczuroludzie

Szczuroludzie (v2022 Beta 2)

Weapon Enchantments

Divine Judgement

max 1 per Army (Enchantment: Lance, Light-lance)

Attacks made with this weapon gain Devastating Charge (+1 Str, +1 AP, Multiple Wounds (D3)) and become Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Divine Judgement by Roster to 1 selections
When points ≥ 8000
Set Max Divine Judgement by Roster to 2 selections

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon)

While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Magical Attacks and gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.

Modifiers (2)
When points ≥ 8000
Set Max Tristan's Resolve by Roster to 2 selections
When points ≤ 3000
Set Max Tristan's Resolve by Roster to 1 selections

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

The wielder gains Fear. Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Mortal Reminder by Roster to 2 selections
When points ≤ 3000
Set Max Mortal Reminder by Roster to 1 selections

Uther's Mettle

max 1 per Army (Enchantment: Lance, Light-lance)

Attacks made with this weapon ignore Parry and become Magical Attacks.
At the start of the Initiative Step in which the wielder’s Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder’s Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5:
• For each rank of the nominated unit after the first if the wielder’s model is Engaged with the unit’s Front or Rear Facing.
• For each file of the nominated unit after the first if the wielder’s model is Engaged with the unit’s Flank Facing.
The additional attacks must be allocated towards non-Champion R&F models of the nominated unit.
If this is not possible, the additional attacks are ignored.

Modifiers (2)
When points ≥ 8000
Set Max Uther's Mettle by Roster to 2 selections
When points ≤ 3000
Set Max Uther's Mettle by Roster to 1 selections

Titanic Might

max 1 per Army (Enchantment: Close Combat Weapon)

Attacks made with this weapon gain +3 Strength and become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Titanic Might by Roster to 2 selections
When points ≤ 3000
Set Max Titanic Might by Roster to 1 selections

Blessed Inscriptions

max 1 per Army (Enchantment: Close Combat Weapon)

Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

Modifiers (2)
When points ≤ 3000
Set Max Blessed Inscriptions by Roster to 1 selections
When points ≥ 8000
Set Max Blessed Inscriptions by Roster to 2 selections

King Slayer

max 1 per Army (Enchantment: Close Combat Weapon)

The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.

Modifiers (2)
When points ≥ 8000
Set Max King Slayer by Roster to 2 selections
When points ≤ 3000
Set Max King Slayer by Roster to 1 selections

Shield Breaker

max 1 per Army (Enchantment: Close Combat Weapon)

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Modifiers (2)
When points ≤ 3000
Set Max Shield Breaker by Roster to 1 selections
When points ≥ 8000
Set Max Shield Breaker by Roster to 2 selections

Hero's Heart

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.

Modifiers (2)
When points ≤ 3000
Set Max Hero's Heart by Roster to 1 selections
When points ≥ 8000
Set Max Hero's Heart by Roster to 2 selections

Supernatural Dexterity

max 1 per Army (Enchantment: Close Combat Weapon)

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Supernatural Dexterity by Roster to 2 selections
When points ≤ 3000
Set Max Supernatural Dexterity by Roster to 1 selections

Touch of Greatness

max 1 per Army (Enchantment: Close Combat Weapon)

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Modifiers (2)
When points ≥ 8000
Set Max Touch of Greatness by Roster to 2 selections
When points ≤ 3000
Set Max Touch of Greatness by Roster to 1 selections

Cleansing Light

max 1 per Army (Enchantment: Close Combat Weapon)

At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Cleansing Light by Roster to 2 selections
When points ≤ 3000
Set Max Cleansing Light by Roster to 1 selections

Flame of the East

max 1 per Army (Enchantment: Close Combat Weapon)

The wielder gains Volcanic Embrace (D3) in the Melee Phase while using this weapon.

Modifiers (2)
When points ≥ 8000
Set Max Flame of the East by Roster to 2 selections
When points ≤ 3000
Set Max Flame of the East by Roster to 1 selections

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. These hits are resolved with Armour Penetration 10, and Magical Attacks. The Strength of the weapon's Close Combat Attacks is set to the wielder's Offensive Skill and ignores the +1 Strength modifier from Flintlock Axe, and the Strength of the weapon's Shooting Attacks is set to 5. In addition, while using this weapon, the wielder's Attack Value is set to 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).

Modifiers (2)
When points ≤ 3000
Set Max Eye of the Bull by Roster to 1 selections
When points ≥ 8000
Set Max Eye of the Bull by Roster to 2 selections

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Attacks made with this weapon become Flaming Attacks and Magical Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is set to 6 and ignores the +1 Strength modifier from Infernal Weapon.

Modifiers (2)
When points ≤ 3000
Set Max Onyx Core by Roster to 1 selections
When points ≥ 8000
Set Max Onyx Core by Roster to 2 selections

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

Attacks made with this weapon become Magical Attacks. For each Close Combat Attack against the wielder's model that rolls a natural to-hit roll of '1', the wielder must perform a Close Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks always strike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the '1' to hit.

Modifiers (2)
When points ≤ 3000
Set Max Fatal Folly by Roster to 1 selections
When points ≥ 8000
Set Max Fatal Folly by Roster to 2 selections

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers onlyAttacks made with this weapon gain +2 Strength and +2 Armour Penetration, and become Magical Attacks. The wielder gains +2 Attack Value and Distracting while using this weapon.

Modifiers (2)
When points ≤ 3000
Set Max Ancestral Carvings by Roster to 2 selections
When points ≥ 8000
Set Max Ancestral Carvings by Roster to 6 selections

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon gain Lethal Strike and become Magical Attacks. Whenever the wielder rolls a natural '6' to wound with a Close Combat Attack, and this attack causes an unsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step. No more than 1 Health Point may be Recovered per phase in this manner.

Modifiers (2)
When points ≥ 8000
Set Max Twin Hungers by Roster to 2 selections
When points ≤ 3000
Set Max Twin Hungers by Roster to 1 selections

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyAttacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.

Modifiers (2)
When points ≤ 3000
Set Max Hawthorne Curse by Roster to 1 selections
When points ≥ 8000
Set Max Hawthorne Curse by Roster to 2 selections

Hammer of Witches

max 1 per Army (Enchantment: Hand Weapon)

The bearer's Attack Value is set to 5 while using this weapon, and attacks made with it gain Battle Focus (against Channel) and become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Hammer of Witches by Roster to 2 selections
When points ≤ 3000
Set Max Hammer of Witches by Roster to 1 selections

Death Warrant

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon gain Battle Focus and become Magical Attacks. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain Battle Focus with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.

Modifiers (2)
When points ≤ 3000
Set Max Death Warrant by Roster to 1 selections
When points ≥ 8000
Set Max Death Warrant by Roster to 2 selections

The Light of Sonnstahl

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon wound automatically, always have Armour Penetration 10, and become Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max The Light of Sonnstahl by Roster to 1 selections
When points ≥ 8000
Set Max The Light of Sonnstahl by Roster to 2 selections

Bough of Wyscan

max 1 per Army (Enchantment: Sylvan Longbow)

Attacks made with this Sylvan Longbow gain +1 to wound when shooting from Short Range, and become Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Bough of Wyscan by Roster to 1 selections
When points ≥ 8000
Set Max Bough of Wyscan by Roster to 2 selections

Hunter's Honour

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. If the wielder causes at least one unsaved wound with this weapon, the wielder and all R&F models in the wielder's unit gain Distracting until the end of the Melee Phase.

Modifiers (2)
When points ≤ 3000
Set Max Hunter's Honour by Roster to 1 selections
When points ≥ 8000
Set Max Hunter's Honour by Roster to 2 selections

Lifeseed Feathers

max 1 per Army (Enchantment: Sylvan Longbow)

Attacks made with this weapon become Magical Attacks. Instead of firing this Sylvan Longbow using the standard rules for Sylvan Longbows and Longbows, the wielder may apply the following rules: Range 30", Shots always 1, Strength and Armour Penetration vary depending on the wielder's distance to the target: • Str 4, AP 1 if within 10" • Str 5, AP 2 if more than 10" and within 20" • Str 6, AP 3 if more than 20" and within 30", and the attack gains Multiple Wounds (2)

Modifiers (2)
When points ≥ 8000
Set Max Lifeseed Feathers by Roster to 2 selections
When points ≤ 3000
Set Max Lifeseed Feathers by Roster to 1 selections

Spirit of the Whirlwind

max 1 per Army (Enchantment: Sylvan Blades)

The wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Strength, Lethal Strike, and become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Spirit of the Whirlwind by Roster to 2 selections
When points ≤ 3000
Set Max Spirit of the Whirlwind by Roster to 1 selections

Glory of the Dawn Age

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon gain +1 Strength, Magical Attacks, and Multiple Wounds (2).

Modifiers (2)
When points ≤ 3000
Set Max Glory of the Dawn Age by Roster to 1 selections
When points ≥ 8000
Set Max Glory of the Dawn Age by Roster to 2 selections

Wildfire Burst

max 1 per Army (Enchantment: Bow)

This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon become Flaming Attacks and Magical Attacks. A unit that is hit by one or more of these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.

Modifiers (2)
When points ≤ 3000
Set Max Wildfire Burst by Roster to 1 selections
When points ≥ 8000
Set Max Wildfire Burst by Roster to 2 selections

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and Magical Attacks. Their Strength is set to 10 and their Armour Penetration is set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Secrets of the Doom Blade by Roster to 1 selections
When points ≥ 8000
Set Max Secrets of the Doom Blade by Roster to 2 selections

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon)

Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3, Armour Penetration 1, and Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Swarm Master by Roster to 1 selections
When points ≥ 8000
Set Max Swarm Master by Roster to 2 selections

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon's range is set to 18". The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Rodentium Bullets by Roster to 4 selections
When points ≤ 3000
Set Max Rodentium Bullets by Roster to 1 selections

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

While using this weapon, the wielder gains +2 Attack Value, +2 Agility, and Magical Attacks. Close Combat Attacks made against the wielder's model gain +1 to hit.

Modifiers (2)
When points ≤ 3000
Set Max Symbol of Slaughter by Roster to 1 selections
When points ≥ 8000
Set Max Symbol of Slaughter by Roster to 2 selections

Burning Portent

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon become Flaming Attacks and Magical Attacks, gain Multiple Wounds (D3), and their Armour Penetration is set to 10.

Modifiers (2)
When points ≤ 3000
Set Max Burning Portent by Roster to 1 selections
When points ≥ 8000
Set Max Burning Portent by Roster to 2 selections

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Attacks made with this weapon become Magical Attacks. In addition, enemy units in base contact with the bearer’s model suffer −2 Defensive Skill.

Modifiers (2)
When points ≥ 8000
Set Max Crippling Frost by Roster to 2 selections
When points ≤ 3000
Set Max Crippling Frost by Roster to 1 selections

Transcendence

max 1 per Army (Enchantment: Lance)

Attacks made with this weapon become Magical Attacks. For each unsaved wound inflicted on enemy models with this weapon, the wielder gains +1 Strength and +1 Armour Penetration for the rest of the game, up to a maximum of +2 each.

Modifiers (2)
When points ≥ 8000
Set Max Transcendence by Roster to 2 selections
When points ≤ 3000
Set Max Transcendence by Roster to 1 selections

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon become Magical Attacks and gain Artistry of Death, Battle Focus, Lethal Strike, and Multiple Wounds (2).

Modifiers (2)
When points ≥ 8000
Set Max Mastery of Slaughter by Roster to 2 selections
When points ≤ 3000
Set Max Mastery of Slaughter by Roster to 1 selections

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon become Magical Attacks and gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.

Modifiers (2)
When points ≤ 3000
Set Max Lacerating Touch by Roster to 1 selections
When points ≥ 8000
Set Max Lacerating Touch by Roster to 2 selections

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Divine Attacks and Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Pride of Gar Daecos by Roster to 2 selections
When points ≤ 3000
Set Max Pride of Gar Daecos by Roster to 1 selections

Heart-Ripper

max 1 per Army (Enchantment: Paired Weapons, Iron fist)

Attacks made with this weapon gain Lethal Strike, +1 Armour Penetration, become Magical Attacks, and can never hit on worse than 3+.

Modifiers (2)
When points ≤ 3000
Set Max Heart-Ripper by Roster to 1 selections
When points ≥ 8000
Set Max Heart-Ripper by Roster to 2 selections

Khagadai's Legacy

max 1 per Army (Enchantment: Great Weapon)

Attacks made with this weapon gain Multiple Wounds (D3) and become Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Khagadai's Legacy by Roster to 1 selections
When points ≥ 8000
Set Max Khagadai's Legacy by Roster to 2 selections

Viper's Curse

max 1 per Army (Enchantment: Brace of Ogre Pistols, Ogre Crossbow)

Shots 4, Str 4, AP 2 (Range is dependent on which weapon is enchanted). This weapon also gains Magical Attacks and Poison Attacks (in case of Brace of Ogre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbow loses Area Attack (1×5). Shooting Attacks made with this weapon always hit on 4+.

Modifiers (2)
When points ≤ 3000
Set Max Viper's Curse by Roster to 1 selections
When points ≥ 8000
Set Max Viper's Curse by Roster to 2 selections

Ritual Bloodletter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons, Iron fist)

Shamans onlyThe wielder gains +1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become Magical Attacks. For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.

Modifiers (2)
When points ≤ 3000
Set Max Ritual Bloodletter by Roster to 1 selections
When points ≥ 8000
Set Max Ritual Bloodletter by Roster to 2 selections

Shady Shanking

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Attacks made with this weapon gain Lethal Strike, Lightning Reflexes, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks made with this weapon must be rerolled.

Modifiers (2)
When points ≥ 8000
Set Max Shady Shanking by Roster to 2 selections
When points ≤ 3000
Set Max Shady Shanking by Roster to 1 selections

Omen of the Apocalypse

max 1 per Army (Enchantment: Hand Weapon)

Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Omen of the Apocalypse by Roster to 2 selections
When points ≤ 3000
Set Max Omen of the Apocalypse by Roster to 1 selections

Maza's Zappin

max 1 per Army (Enchantment: Bow)

The wielder's unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Maza's Zappin by Roster to 1 selections
When points ≥ 8000
Set Max Maza's Zappin by Roster to 2 selections

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon gain +1 Strength, +2 Armour Penetration, and become Magical Attacks. Each successful to-hit roll with this weapon causes two hits instead of one.

Modifiers (2)
When points ≥ 8000
Set Max Sliver of the Blazing Dawn by Roster to 2 selections
When points ≤ 3000
Set Max Sliver of the Blazing Dawn by Roster to 1 selections

Nova Flare

max 1 per Army (Enchantment: Lance)

Attacks made with this weapon gain Devastating Charge (+1 Att) and Lethal Strike, and become Divine Attacks and Magical Attacks. One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purpose of Devastating Charge.

Modifiers (2)
When points ≤ 3000
Set Max Nova Flare by Roster to 1 selections
When points ≥ 8000
Set Max Nova Flare by Roster to 2 selections

Elu's Heartwood

max 1 per Army (Enchantment: Longbow)

This weapon gains Shots 3, Str as user +1, AP as user +1, and Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Elu's Heartwood by Roster to 2 selections
When points ≤ 3000
Set Max Elu's Heartwood by Roster to 1 selections

Reaper's Harvest

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon always have Strength 10 and Armour Penetration 10 and become Divine Attacks and Magical Attacks. When rolling to wound with attacks made with this weapon, use the enemy's Discipline instead of its Resilience.

Modifiers (2)
When points ≥ 8000
Set Max Reaper's Harvest by Roster to 2 selections
When points ≤ 3000
Set Max Reaper's Harvest by Roster to 1 selections

True Thirst

max 1 per Army (Enchantment: Hand Weapon)

Vampire Counts and Courtiers onlyAttacks made with this weapon gain +1 Strength, +1 Armour Penetration, and Vampiric (3+), and become Magical Attacks. For each unsaved wound caused by this weapon during a Melee Phase, Raise 1 Health Point of R&F models in the wielder's unit at the end of the Melee Phase. The number of Raised Health Points in each phase cannot exceed the fixed component of the Reanimated value of the R&F models in the unit, disregarding any D3 or D6 parts (e.g. you can Raise 4 Zombies in a single phase).

Modifiers (2)
When points ≤ 3000
Set Max True Thirst by Roster to 1 selections
When points ≥ 8000
Set Max True Thirst by Roster to 2 selections

Godslayer

max 1 per Army (Enchantment: Great Weapon)

The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis Saves with Conditional Application).

Modifiers (2)
When points ≥ 8000
Set Max Godslayer by Roster to 2 selections
When points ≤ 3000
Set Max Godslayer by Roster to 1 selections

Scourge of Kings

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

While using this weapon, the wielder's Attack Value is set to 6. Attacks made with this weapon become Magical Attacks and, when fighting a Duel must reroll failed to-wound rolls.

Modifiers (2)
When points ≥ 8000
Set Max Scourge of Kings by Roster to 2 selections
When points ≤ 3000
Set Max Scourge of Kings by Roster to 1 selections

Eyratöki

max 1 per Army (Enchantment: Hand Weapon)

Standard or Large Height Åsklander Chief onlyThe wielder gains Crush Attack, and can perform two Crush Attacks instead of one (provided it declared the use of its Crush Attack at the end of step 4 of the Round of Combat Sequence as usual).

Modifiers (2)
When points ≤ 3000
Set Max Eyratöki by Roster to 1 selections
When points ≥ 8000
Set Max Eyratöki by Roster to 2 selections

Symbol of Slaughter

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)

Attacks with this weapon become Magical Attacks. While using this weapon, the wielder gains +2 Attack Value and +2 Agility. Close Combat Attacks made against the wielder's model gain +1 to hit.

Modifiers (2)
When points ≥ 8000
Set Max Symbol of Slaughter by Roster to 2 selections
When points ≤ 3000
Set Max Symbol of Slaughter by Roster to 1 selections

Byargfylli

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Lethal Strike and Lightning Reflexes.

Modifiers (2)
When points ≥ 8000
Set Max Byargfylli by Roster to 2 selections
When points ≤ 3000
Set Max Byargfylli by Roster to 1 selections

Wicked Serrations

max 1 per Army (Enchantment: Great Weapon)

While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.

Modifiers (2)
When points ≥ 8000
Set Max Wicked Serrations by Roster to 2 selections
When points ≤ 3000
Set Max Wicked Serrations by Roster to 1 selections

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.

Modifiers (2)
When points ≥ 8000
Set Max Hawthorne Curse by Roster to 2 selections
When points ≤ 3000
Set Max Hawthorne Curse by Roster to 1 selections

Wildfire Burst

max 1 per Army (Enchantment: Bow)

This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.

Modifiers (2)
When points ≤ 3000
Set Max Wildfire Burst by Roster to 1 selections
When points ≥ 8000
Set Max Wildfire Burst by Roster to 2 selections

Black Demon Essence

max 1 per Army (Enchantment: Yari)

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. If the wielder causes one or more unsaved wounds with this weapon while charging, all models in the target unit suffer -1 to-hit until the end of the Round of Combat.

Modifiers (2)
When points ≥ 8000
Set Max Black Demon Essence by Roster to 2 selections
When points ≤ 3000
Set Max Black Demon Essence by Roster to 1 selections

Curse of the Wind God

max 1 per Army (Enchantment: Yumi)

Attacks made with this weapon become Magical Attacks. The wielder always shoots before all other models in his unit. For every successful to-hit roll of attacks with this weapon, choose one of the following Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Yumi (Longbow) against the target unit in this phase: • Natural to-hit rolls of '1' must be rerolled. • Natural to-wound rolls of '1' must be rerolled. • The Armour Penetration of the attack is set to 1.

Modifiers (2)
When points ≤ 3000
Set Max Curse of the Wind God by Roster to 1 selections
When points ≥ 8000
Set Max Curse of the Wind God by Roster to 2 selections

Dragon Claw

max 1 per Army (Enchantment: Katana)

Daimyo onlyAttacks made with this weapon become Magical Attacks and gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.

Modifiers (2)
When points ≥ 8000
Set Max Dragon Claw by Roster to 2 selections
When points ≤ 3000
Set Max Dragon Claw by Roster to 1 selections

Dance of the Cherry Blossoms

max 1 per Army (Enchantment: Katana)

Attacks made with this weapon become Magical Attacks, and gain +1 Armour Penetration. Additionally, the bearer gains Kenjutsu (2).

Modifiers (2)
When points ≥ 8000
Set Max Dance of the Cherry Blossoms by Roster to 2 selections
When points ≤ 3000
Set Max Dance of the Cherry Blossoms by Roster to 1 selections

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )

Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks and Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Serpent's Nest Charm by Roster to 1 selections
When points ≥ 8000
Set Max Serpent's Nest Charm by Roster to 2 selections

Glory of the Dawn Age

max 1 per Army (Enchantment: Halberd, Spear)

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target ignores Lethal Strike, their Armour Penetration is always set to 10 and they ignore Fortitude Saves.

Modifiers (2)
When points ≤ 3000
Set Max Glory of the Dawn Age by Roster to 1 selections
When points ≥ 8000
Set Max Glory of the Dawn Age by Roster to 2 selections

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

This weapon has Shots 4, Str 5, AP 1. Attacks made with this weapon become Magical Attacks. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Alchemical Arrows by Roster to 1 selections
When points ≥ 8000
Set Max Alchemical Arrows by Roster to 2 selections

Serpent's Nest Charm

max 1 per Army (Enchantment: Hand Weapon, Paired Weapons) (Cannot be taken by Wizards )

Cannot be taken by WizardsWhile using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks .

Modifiers (2)
When points ≤ 3000
Set Max Serpent's Nest Charm by Roster to 1 selections
When points ≥ 8000
Set Max Serpent's Nest Charm by Roster to 2 selections

Glory of the Dawn Age

max 1 per Army (Enchantment: Halberd, Spear)

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration . In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target has Immune (Lethal Strike), their Armour Penetration is always set to 10 and they ignore Fortitude Saves.

Modifiers (2)
When points ≤ 3000
Set Max Glory of the Dawn Age by Roster to 1 selections
When points ≥ 8000
Set Max Glory of the Dawn Age by Roster to 2 selections

Alchemical Arrows

max 1 per Army (Enchantment: Magnetic Short Bow)

This weapon has Shots 4, Str 5, AP 1. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Alchemical Arrows by Roster to 1 selections
When points ≥ 8000
Set Max Alchemical Arrows by Roster to 2 selections

Crippling Frost

max 1 per Army (Enchantment: Great Weapon)

Enemy units in base contact with the bearer's model suffer -2 Defensive Skill.

Modifiers (2)
When points ≥ 8000
Set Max Crippling Frost by Roster to 2 selections
When points ≤ 3000
Set Max Crippling Frost by Roster to 1 selections

Transcendence

max 1 per Army (Enchantment: Lance)

For each unsaved wound inflicted on enemy models with this weapon, the wielder gains +1 Strength and +1 Armour Penetration for the rest of the game, up to a maximum of +2 each.

Modifiers (2)
When points ≥ 8000
Set Max Transcendence by Roster to 2 selections
When points ≤ 3000
Set Max Transcendence by Roster to 1 selections

Mastery of Slaughter

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon gain Artistry of Death, Battle Focus, Lethal Strike, and Multiple Wounds (2).

Modifiers (2)
When points ≤ 3000
Set Max Mastery of Slaughter by Roster to 1 selections
When points ≥ 8000
Set Max Mastery of Slaughter by Roster to 2 selections

Lacerating Touch

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon gain +2 Armour Penetration. While using this weapon, the wielder gains +2 Attack Value and Fear.

Modifiers (2)
When points ≤ 3000
Set Max Lacerating Touch by Roster to 1 selections
When points ≥ 8000
Set Max Lacerating Touch by Roster to 2 selections

Pride of Gar Daecos

max 1 per Army (Enchantment: Halberd)

While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Divine Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Pride of Gar Daecos by Roster to 2 selections
When points ≤ 3000
Set Max Pride of Gar Daecos by Roster to 1 selections

Secrets of the Doom Blade

max 1 per Army (Enchantment: Hand Weapon)

Standard Height models onlyWhile using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and their Strength is always set to 10 and their Armour Penetration is always set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks. The wielder may not take any other Special Items.

Modifiers (2)
When points ≤ 3000
Set Max Secrets of the Doom Blade by Roster to 1 selections
When points ≥ 8000
Set Max Secrets of the Doom Blade by Roster to 2 selections

Swarm Master

max 1 per Army (Enchantment: Close Combat Weapon)

Infantry models onlyWhile using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3 and Armour Penetration 1.

Modifiers (2)
When points ≥ 8000
Set Max Swarm Master by Roster to 2 selections
When points ≤ 3000
Set Max Swarm Master by Roster to 1 selections

Rodentium Bullets

max 2 per Army (Enchantment: Pistol)

The weapon's range is set to 18". The weapon gains +2 Shots, +1 Armour Penetration, and Accurate.

Modifiers (2)
When points ≥ 8000
Set Max Rodentium Bullets by Roster to 4 selections
When points ≤ 3000
Set Max Rodentium Bullets by Roster to 1 selections

Storm Rocket

max 1 per Army (Enchantment: Pistol)

Vermin Senators and Skorchit Alchemists onlyAim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.

Modifiers (2)
When points ≥ 8000
Set Max Storm Rocket by Roster to 2 selections
When points ≤ 3000
Set Max Storm Rocket by Roster to 1 selections

Divine Judgement

max 1 per Army (Enchantment: Lance, Light-lance)

After the wielder completes a Charge, attacks made with this weapon gain +2 Strength and +2 Armour Penetration until the wielder is no longer Engaged in Combat.

Modifiers (2)
When points ≥ 8000
Set Max Divine Judgement by Roster to 2 selections
When points ≤ 3000
Set Max Divine Judgement by Roster to 1 selections

Tristan's Resolve

max 1 per Army (Enchantment: Hand Weapon)

While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Armour Penetration. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. Any Weapon Enchantment of the chosen weapon is ignored for the rest of the game.

Modifiers (2)
When points ≤ 3000
Set Max Tristan's Resolve by Roster to 1 selections
When points ≥ 8000
Set Max Tristan's Resolve by Roster to 2 selections

Mortal Reminder

max 1 per Army (Enchantment: Great Weapon, Halberd)

The wielder gains Fear and Terror. Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Modifiers (2)
When points ≤ 3000
Set Max Mortal Reminder by Roster to 1 selections
When points ≥ 8000
Set Max Mortal Reminder by Roster to 2 selections

Uther's Mettle

max 1 per Army (Enchantment: Lance, Light-lance)

Attacks made with this weapon ignore Parry . At the start of the Initiative Step in which the wielder's Close Combat Attacks will be performed, nominate one enemy unit Engaged with the wielder's Front Facing. The wielder gains +1 Attack Value, up to a maximum of +5: • For each rank of the nominated unit after the first if the wielder's model is Engaged with the unit's Front or Rear Facing. • For each file of the nominated unit after the first if the wielder's model is Engaged with the unit's Flank Facing. The additional attacks must be allocated towards non-Champion R&F models of the nominated unit. If this is not possible, the additional attacks are ignored.

Modifiers (2)
When points ≤ 3000
Set Max Uther's Mettle by Roster to 1 selections
When points ≥ 8000
Set Max Uther's Mettle by Roster to 2 selections

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

For each Close Combat Attack against the wielder's model that rolls a natural to-hit roll of '1', the wielder must perform a Close Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks always strike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the '1' to hit.

Modifiers (2)
When points ≥ 8000
Set Max Fatal Folly by Roster to 2 selections
When points ≤ 3000
Set Max Fatal Folly by Roster to 1 selections

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon)

Soothsayers onlyAttacks made with this weapon gain +2 Strength and +2 Armour Penetration. The wielder gains +2 Attack Value and Distracting while using this weapon.

Modifiers (2)
When points ≤ 3000
Set Max Ancestral Carvings by Roster to 2 selections
When points ≥ 8000
Set Max Ancestral Carvings by Roster to 6 selections

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon gain Lethal Strike. Whenever the wielder rolls a natural '6' to wound with a Close Combat Attack, and this attack causes an unsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step (unless the wielder's model was removed as a casualty in this Initiative Step). No more than 1 Health Point may be Recovered per phase in this manner.

Modifiers (2)
When points ≤ 3000
Set Max Twin Hungers by Roster to 1 selections
When points ≥ 8000
Set Max Twin Hungers by Roster to 2 selections

Hawthorne Curse

max 1 per Army (Enchantment: Hand Weapon)

Models without Ambush onlyAttacks made with this weapon gain Devastating Charge (+2 Str, +2 AP). The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.

Modifiers (2)
When points ≥ 8000
Set Max Hawthorne Curse by Roster to 2 selections
When points ≤ 3000
Set Max Hawthorne Curse by Roster to 1 selections

Flame of the East

max 1 per Army (Enchantment: Close Combat Weapon)

The wielder gains Volcanic Embrace (D3) in the Melee Phase while using this weapon.

Modifiers (2)
When points ≤ 3000
Set Max Flame of the East by Roster to 1 selections
When points ≥ 8000
Set Max Flame of the East by Roster to 2 selections

Eye of the Bull

max 1 per Army (Enchantment: Flintlock Axe)

Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. The Strength of these hits is always set to 5 and their Armour Penetration is always set to 10. . In addition, while using this weapon, the wielder's Attack Value is set to 1 and Close Combat Attacks made with this weapon gain Multiple Wounds (2).

Modifiers (2)
When points ≥ 8000
Set Max Eye of the Bull by Roster to 2 selections
When points ≤ 3000
Set Max Eye of the Bull by Roster to 1 selections

Onyx Core

max 1 per Army (Enchantment: Hand Weapon, Infernal Weapon)

Attacks made with this weapon become Flaming Attacks and gain Multiple Wounds (D3, against Flammable). In addition, their Strength is always set to 6.

Modifiers (2)
When points ≥ 8000
Set Max Onyx Core by Roster to 2 selections
When points ≤ 3000
Set Max Onyx Core by Roster to 1 selections

Sliver of the Blazing Dawn

max 1 per Army (Enchantment: Spear)

Attacks made with this weapon gain +1 Strength and +2 Armour Penetration. Each successful to-hit roll with this weapon causes two hits instead of one.

Modifiers (2)
When points ≥ 8000
Set Max Sliver of the Blazing Dawn by Roster to 2 selections
When points ≤ 3000
Set Max Sliver of the Blazing Dawn by Roster to 1 selections

Nova Flare

max 1 per Army (Enchantment: Lance)

Attacks made with this weapon gain Devastating Charge (+1 Att), Lethal Strike, and become Divine Attacks. One use only. May be activated at the start of any Round of Combat. The wielder counts as Charging for the purpose of Devastating Charge.

Modifiers (2)
When points ≤ 3000
Set Max Nova Flare by Roster to 1 selections
When points ≥ 8000
Set Max Nova Flare by Roster to 2 selections

Elu's Heartwood

max 1 per Army (Enchantment: Longbow)

This weapon gains Shots 3, Str as user +1 and AP as user +1.

Modifiers (2)
When points ≤ 3000
Set Max Elu's Heartwood by Roster to 1 selections
When points ≥ 8000
Set Max Elu's Heartwood by Roster to 2 selections

Artefacts

Black Knight's Tabard

max 1 per Army (Dominant)

Attacks against the bearer’s model with Multiple Wounds (X) lose this Attack Attribute.

Modifiers (2)
When points ≥ 8000
Set Max Black Knight's Tabard by Roster to 2 selections
When points ≤ 3000
Set Max Black Knight's Tabard by Roster to 1 selections

Sacred Chalice

max 1 per Army

Models with Orison (X) onlyThe bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.

Modifiers (2)
When points ≤ 3000
Set Max Sacred Chalice by Roster to 1 selections
When points ≥ 8000
Set Max Sacred Chalice by Roster to 2 selections

Crown of the Wizard King

max 1 per Army (Cannot be taken by Wizards )

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Modifiers (2)
When points ≤ 3000
Set Max Crown of the Wizard King by Roster to 1 selections
When points ≥ 8000
Set Max Crown of the Wizard King by Roster to 2 selections

Book of Arcane Mastery

max 1 per Army (Dominant) (Wizard apprentice only, Wizard adept only )

The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Modifiers (2)
When points ≥ 8000
Set Max Book of Arcane Mastery by Roster to 2 selections
When points ≤ 3000
Set Max Book of Arcane Mastery by Roster to 1 selections

Crown of Autocracy

max 1 per Army

Cannot be taken by models with Not a Leader.The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Modifiers (2)
When points ≥ 8000
Set Max Crown of Autocracy by Roster to 2 selections
When points ≤ 3000
Set Max Crown of Autocracy by Roster to 1 selections

Obsidian Rock

max 1 per Army

The bearer gains Magic Resistance (2).

Modifiers (2)
When points ≤ 3000
Set Max Obsidian Rock by Roster to 1 selections
When points ≥ 8000
Set Max Obsidian Rock by Roster to 2 selections

Rod of Battle

max 1 per Army

The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Rod of Battle by Roster to 2 selections
When points ≤ 3000
Set Max Rod of Battle by Roster to 1 selections

Binding Scroll

max 2 per Army

One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Modifiers (2)
When points ≤ 3000
Set Max Binding Scroll by Roster to 1 selections
When points ≥ 8000
Set Max Binding Scroll by Roster to 4 selections

Essence of a Free Mind

max 1 per Army (Wizard only )

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.

Modifiers (2)
When points ≥ 8000
Set Max Essence of a Free Mind by Roster to 2 selections
When points ≤ 3000
Set Max Essence of a Free Mind by Roster to 1 selections

Lightning Vambraces

max 1 per Army

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Lightning Vambraces by Roster to 1 selections
When points ≥ 8000
Set Max Lightning Vambraces by Roster to 2 selections

Talisman of Shielding

max 1 per Army

The bearer gains Aegis (5+).

Modifiers (2)
When points ≤ 3000
Set Max Talisman of Shielding by Roster to 1 selections
When points ≥ 8000
Set Max Talisman of Shielding by Roster to 2 selections

Ranger's Boots

max 1 per Army (Foot only.)

Standard Height Infantry models on foot onlyThe bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.

Modifiers (2)
When points ≥ 8000
Set Max Ranger's Boots by Roster to 2 selections
When points ≤ 3000
Set Max Ranger's Boots by Roster to 1 selections

Magical Heirloom

max 1 per Army (Dominant) (Wizard only )

The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.

Modifiers (2)
When points ≥ 8000
Set Max Magical Heirloom by Roster to 2 selections
When points ≤ 3000
Set Max Magical Heirloom by Roster to 1 selections

Sceptre of Power

max 1 per Army

One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).

Modifiers (2)
When points ≥ 8000
Set Max Sceptre of Power by Roster to 2 selections
When points ≤ 3000
Set Max Sceptre of Power by Roster to 1 selections

Talisman of the Void

max 1 per Army

The bearer gains Channel (1).

Modifiers (2)
When points ≤ 3000
Set Max Talisman of the Void by Roster to 1 selections
When points ≥ 8000
Set Max Talisman of the Void by Roster to 2 selections

Dragon Staff

max 1 per Army

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

Modifiers (2)
When points ≤ 3000
Set Max Dragon Staff by Roster to 1 selections
When points ≥ 8000
Set Max Dragon Staff by Roster to 2 selections

Crystal Ball

max 1 per Army (Dominant)

The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.

Modifiers (2)
When points ≥ 8000
Set Max Crystal Ball by Roster to 2 selections
When points ≤ 3000
Set Max Crystal Ball by Roster to 1 selections

Potion of Strength

max 1 per Army

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.

Modifiers (2)
When points ≤ 3000
Set Max Potion of Strength by Roster to 1 selections
When points ≥ 8000
Set Max Potion of Strength by Roster to 2 selections

Dragonfire Gem

max 1 per Army

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Modifiers (2)
When points ≤ 3000
Set Max Dragonfire Gem by Roster to 1 selections
When points ≥ 8000
Set Max Dragonfire Gem by Roster to 2 selections

Lucky Charm

max 1 per Army

One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Modifiers (2)
When points ≥ 8000
Set Max Lucky Charm by Roster to 2 selections
When points ≤ 3000
Set Max Lucky Charm by Roster to 1 selections

Potion of Swiftness

max 1 per Army

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.

Modifiers (2)
When points ≤ 3000
Set Max Potion of Swiftness by Roster to 1 selections
When points ≥ 8000
Set Max Potion of Swiftness by Roster to 2 selections

Lugar's Dice

max 1 per Army

A single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.

Modifiers (2)
When points ≤ 3000
Set Max Lugar's Dice by Roster to 1 selections
When points ≥ 8000
Set Max Lugar's Dice by Roster to 2 selections

Mask of Ages

max 1 per Army

Infantry models onlyThe bearer gains Aegis (5+, against Special Attacks), Aegis (5+, against Magical Attacks), and Fear. In addition, the bearer must reroll failed to-hit rolls with its Close Combat Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Mask of Ages by Roster to 2 selections
When points ≤ 3000
Set Max Mask of Ages by Roster to 1 selections

Ring of Desiccation

max 1 per Army

At the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.

Modifiers (2)
When points ≥ 8000
Set Max Ring of Desiccation by Roster to 2 selections
When points ≤ 3000
Set Max Ring of Desiccation by Roster to 1 selections

Tablet of Vezodinezh

max 1 per Army (Dominant) (Wizard only )

When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.

Modifiers (2)
When points ≤ 3000
Set Max Tablet of Vezodinezh by Roster to 1 selections
When points ≥ 8000
Set Max Tablet of Vezodinezh by Roster to 2 selections

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Towering Presence or SolitaryThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).

Modifiers (2)
When points ≤ 3000
Set Max Breath of the Brass Bull by Roster to 1 selections
When points ≥ 8000
Set Max Breath of the Brass Bull by Roster to 2 selections

Golden Idol of Shamut

max 1 per Army

If the bearer's model is Infantry, its Advance Rate is set to 4" and its March Rate is set to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Golden Idol of Shamut by Roster to 1 selections
When points ≥ 8000
Set Max Golden Idol of Shamut by Roster to 2 selections

Seed of the Dark Forest

max 1 per Army

One use only. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Forest Terrain Feature that must be no larger than 10" in length and 6" in width on the Battlefield, not in contact with any other Terrain Feature except Open Terrain, more than 1" away from all enemy units, and with its centre within 12" of the bearer. All friendly models inside this Forest Terrain Feature gain a +1 Casting Modifier for Augment, Hex, and Universal spells, and add (+1/+1) to the Power Level of Totem Bound Spells they cast. A natural roll of '1' or '2' for Casting Attempts with a single Magic Dice from friendly models is always a failed Casting Attempt, regardless of any modifiers.

Modifiers (2)
When points ≥ 8000
Set Max Seed of the Dark Forest by Roster to 2 selections
When points ≤ 3000
Set Max Seed of the Dark Forest by Roster to 1 selections

Dark Rain

max 1 per Army

One use only. This Artefact is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). Its effects last until the end of the Game Turn. If the owner has the second Player Turn, all Shooting Attacks suffer -2 to hit during the opponent's Shooting Phase. If the owner has the first Player Turn, instead all Shooting Attacks suffer -1 to hit during the opponent's Shooting Phase.

Modifiers (2)
When points ≥ 8000
Set Max Dark Rain by Roster to 2 selections
When points ≤ 3000
Set Max Dark Rain by Roster to 1 selections

Inscribing Burin

max 1 per Army

While the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).

Modifiers (2)
When points ≤ 3000
Set Max Inscribing Burin by Roster to 1 selections
When points ≥ 8000
Set Max Inscribing Burin by Roster to 2 selections

Pillager Icon

max 1 per Army

All friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.

Modifiers (2)
When points ≥ 8000
Set Max Pillager Icon by Roster to 2 selections
When points ≤ 3000
Set Max Pillager Icon by Roster to 1 selections

Crown of Horns

max 1 per Army

The bearer's unit and all units within range of its Commanding Presence (if applicable) automatically pass Discipline Tests taken due to Primal Instinct.

Modifiers (2)
When points ≥ 8000
Set Max Crown of Horns by Roster to 2 selections
When points ≤ 3000
Set Max Crown of Horns by Roster to 1 selections

Eye of Dominance

max 1 per Army

Close Combat Attacks from Beast, Cavalry, and Construct models will always hit the bearer only on a roll of 6+. If the attacking model is a multipart model, only model parts with Harnessed are affected.

Modifiers (2)
When points ≥ 8000
Set Max Eye of Dominance by Roster to 2 selections
When points ≤ 3000
Set Max Eye of Dominance by Roster to 1 selections

Exemplar's Flame

max 1 per Army (Wizard only )

Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit Lethal Strike and Magical Attacks until the end of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Exemplar's Flame by Roster to 1 selections
When points ≥ 8000
Set Max Exemplar's Flame by Roster to 2 selections

Locket of Sunna

max 1 per Army

When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.

Modifiers (2)
When points ≥ 8000
Set Max Locket of Sunna by Roster to 2 selections
When points ≤ 3000
Set Max Locket of Sunna by Roster to 1 selections

Karadon's Courser

max 1 per Army

Knight Commanders mounted on Horse and Marshals mounted on Horse onlyOne use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer must reroll failed Charge Range rolls.

Modifiers (2)
When points ≥ 8000
Set Max Karadon's Courser by Roster to 2 selections
When points ≤ 3000
Set Max Karadon's Courser by Roster to 1 selections

Mantle of Ullor

max 1 per Army

Enemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.

Modifiers (2)
When points ≤ 3000
Set Max Mantle of Ullor by Roster to 1 selections
When points ≥ 8000
Set Max Mantle of Ullor by Roster to 2 selections

Winter Cloak

max 1 per Army

The bearer gains Aegis (2+, against Flaming Attacks), Aegis (5+), and Distracting. The bearer automatically fails all Fortitude Saves.

Modifiers (2)
When points ≤ 3000
Set Max Winter Cloak by Roster to 1 selections
When points ≥ 8000
Set Max Winter Cloak by Roster to 2 selections

Hail Shot

max 1 per Army

Forest Princes and Chieftains onlyOne use only. When this Artefact is used, it is a Shooting Weapon with the following profile: Range 30", Shots 3D6, Str 4, AP 1, Magical Attacks. Aim is set to 2+. When fired from Short Range, it gains +1 Armour Penetration. Master Archer cannot be used in conjunction with Hail Shot.

Modifiers (2)
When points ≥ 8000
Set Max Hail Shot by Roster to 2 selections
When points ≤ 3000
Set Max Hail Shot by Roster to 1 selections

Horn of the Wild Hunt

max 1 per Army

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Modifiers (2)
When points ≤ 3000
Set Max Horn of the Wild Hunt by Roster to 1 selections
When points ≥ 8000
Set Max Horn of the Wild Hunt by Roster to 2 selections

Sacred Seeds

max 1 per Army

Models on foot onlyOne use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest must fit within a circle with a diameter of 6".

Modifiers (2)
When points ≥ 8000
Set Max Sacred Seeds by Roster to 2 selections
When points ≤ 3000
Set Max Sacred Seeds by Roster to 1 selections

Glyph of Amryl

max 1 per Army

Cannot be taken by models with Sylvan SpiritThe bearer gains Cannot be Stomped. When fighting a Duel, the bearer gains +3 Defensive Skill.

Modifiers (2)
When points ≤ 3000
Set Max Glyph of Amryl by Roster to 1 selections
When points ≥ 8000
Set Max Glyph of Amryl by Roster to 2 selections

Mist Walker's Mirror

max 1 per Army

Models on foot onlyOne use only. If the bearer's unit consists entirely of Standard Height Infantry models, is unengaged, and is fully inside a Forest Terrain Feature that doesn't contain any enemy models, the unit may teleport to any other Forest Terrain Feature on the Battlefield. This special movement is resolved at the end of the owner's Movement Phase. When teleporting, the unit must be placed fully inside the target Forest. It may appear in any legal formation but must follow the Unit Spacing rule. The unit counts as having performed a March Move.

Modifiers (2)
When points ≥ 8000
Set Max Mist Walker's Mirror by Roster to 2 selections
When points ≤ 3000
Set Max Mist Walker's Mirror by Roster to 1 selections

Drums of Cenyrn

max 1 per Army

Models on foot onlyOne use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

Modifiers (2)
When points ≤ 3000
Set Max Drums of Cenyrn by Roster to 1 selections
When points ≥ 8000
Set Max Drums of Cenyrn by Roster to 2 selections

Jade Staff

max 1 per Army

The bearer can cast Healing Waters (Druidism) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≥ 8000
Set Max Jade Staff by Roster to 2 selections
When points ≤ 3000
Set Max Jade Staff by Roster to 1 selections

Raptor Spirit

max 1 per Army

The bearer gains +4" Advance Rate, +4" March Rate, and Swiftstride. This Artefact cannot be taken by a model with Ranger's Boots.

Modifiers (2)
When points ≥ 8000
Set Max Raptor Spirit by Roster to 2 selections
When points ≤ 3000
Set Max Raptor Spirit by Roster to 1 selections

Sun Tablet

max 1 per Army

The bearer always selects its spells from all Learned Spells of its chosen Path and Spark of Creation (Hereditary Spell). This overrides the Spell Selection rules for Wizard Apprentices, Adepts, and Essence of a Free Mind. This Artefact cannot be combined with Protean Potentate.

Modifiers (2)
When points ≥ 8000
Set Max Sun Tablet by Roster to 2 selections
When points ≤ 3000
Set Max Sun Tablet by Roster to 1 selections

Starfall Shard

max 1 per Army

The bearer's model gains Aegis (2+, against Flaming Attacks) and Hard Target (1), and automatically fails all Fortitude Saves.

Modifiers (2)
When points ≥ 8000
Set Max Starfall Shard by Roster to 2 selections
When points ≤ 3000
Set Max Starfall Shard by Roster to 1 selections

Ancient Plaque

max 1 per Army (Dominant)

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. This ability cannot be used for Casting Attempts with only one Magic Dice.

Modifiers (2)
When points ≤ 3000
Set Max Ancient Plaque by Roster to 1 selections
When points ≥ 8000
Set Max Ancient Plaque by Roster to 2 selections

Sphere of Shielding

max 1 per Army

Models on Palanquin and Skink Palanquin onlyThe bearer gains Aegis (2+, against Ranged Attacks) and automatically fails all saves against Melee Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Sphere of Shielding by Roster to 2 selections
When points ≤ 3000
Set Max Sphere of Shielding by Roster to 1 selections

Egg of the Quetzal

max 1 per Army

The bearer gains Breath Attack (Str D3+2, AP 1, Magical Attacks).

Modifiers (2)
When points ≤ 3000
Set Max Egg of the Quetzal by Roster to 1 selections
When points ≥ 8000
Set Max Egg of the Quetzal by Roster to 2 selections

Obsidian Tesseract

max 1 per Army

One use only. May be activated in the opponent's Magic Phase at the end of step 3 of the Magic Phase Sequence (Siphon the Veil). When activated, remove 1 Magic Dice from the opponent's Magic Dice pool.

Modifiers (2)
When points ≥ 8000
Set Max Obsidian Tesseract by Roster to 2 selections
When points ≤ 3000
Set Max Obsidian Tesseract by Roster to 1 selections

Spirit of the Stampede

max 1 per Army

The bearer's mount gains Impact Hits (D6). If it already had Impact Hits, increase the number of Impact Hits by D6 instead.

Modifiers (2)
When points ≥ 8000
Set Max Spirit of the Stampede by Roster to 2 selections
When points ≤ 3000
Set Max Spirit of the Stampede by Roster to 1 selections

Crown of Hubris

max 1 per Army (Dominant)

Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.

Modifiers (2)
When points ≥ 8000
Set Max Crown of Hubris by Roster to 2 selections
When points ≤ 3000
Set Max Crown of Hubris by Roster to 1 selections

Orb of Ateus

max 1 per Army

Vermin Senators and Rakachit Technocrats onlyOnce per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner's Veil Token pool and nominate a unit within 6" that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishap is increased by D3. The effects last until the end of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Orb of Ateus by Roster to 1 selections
When points ≥ 8000
Set Max Orb of Ateus by Roster to 2 selections

Map of the Deeps

max 1 per Army

Vermin Senators and Stygian Overseers onlyAt the end of each friendly Shooting Phase, the bearer may move a single friendly Tunnel Marker within 24" up to 6" in any direction.

Modifiers (2)
When points ≥ 8000
Set Max Map of the Deeps by Roster to 2 selections
When points ≤ 3000
Set Max Map of the Deeps by Roster to 1 selections

Storm Rocket

max 1 per Army

Vermin Senators and Skorchit Alchemists onlyOne use only. When this Artefact is used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24", Shots 1, Str 5, AP 2, Area Attack (3×3), Magical Attacks, Mishap (To-hit roll).

Modifiers (2)
When points ≤ 3000
Set Max Storm Rocket by Roster to 1 selections
When points ≥ 8000
Set Max Storm Rocket by Roster to 2 selections

Tarina's Lyre

max 1 per Army

Vermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 6" of the bearer suffer a -2 to-wound modifier.

Modifiers (2)
When points ≥ 8000
Set Max Tarina's Lyre by Roster to 2 selections
When points ≤ 3000
Set Max Tarina's Lyre by Roster to 1 selections

Orator's Toga

max 1 per Army

Standard Height models onlyThe bearer gains Stand Behind and cannot issue Duels.

Modifiers (2)
When points ≥ 8000
Set Max Orator's Toga by Roster to 2 selections
When points ≤ 3000
Set Max Orator's Toga by Roster to 1 selections

Tome of the Ratking

max 1 per Army

The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Tome of the Ratking by Roster to 1 selections
When points ≥ 8000
Set Max Tome of the Ratking by Roster to 2 selections

Cowl of the Apostate

max 1 per Army

The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.

Modifiers (2)
When points ≤ 3000
Set Max Cowl of the Apostate by Roster to 1 selections
When points ≥ 8000
Set Max Cowl of the Apostate by Roster to 2 selections

Ledger of Souls

max 1 per Army (Dominant)

Immediately before removing a friendly model without Insignificant in a unit within 9" of the bearer's model due to enemy attacks, you gain one Veil Token for each Health Point that model had the first time it entered the Battlefield.

Modifiers (2)
When points ≤ 3000
Set Max Ledger of Souls by Roster to 1 selections
When points ≥ 8000
Set Max Ledger of Souls by Roster to 2 selections

Immortal Gauntlets

max 1 per Army

At the start of any Round of Combat that the bearer is fighting, you may discard a Veil Token from your Veil Token pool. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer's Close Combat Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Immortal Gauntlets by Roster to 1 selections
When points ≥ 8000
Set Max Immortal Gauntlets by Roster to 2 selections

Veilgate Orb

max 1 per Army

At the end of Siphon the Veil, the army may keep up to 6 Veil Tokens instead of the normal 3.

Modifiers (2)
When points ≥ 8000
Set Max Veilgate Orb by Roster to 2 selections
When points ≤ 3000
Set Max Veilgate Orb by Roster to 1 selections

Lord of the Damned

max 1 per Army

Sorcerers, Doomlords, and Shrine Priests onlyAny unit with Irredeemable within 18" of the bearer's model may reroll the distance it moves in the Movement Phase with Random Movement.

Modifiers (2)
When points ≤ 3000
Set Max Lord of the Damned by Roster to 1 selections
When points ≥ 8000
Set Max Lord of the Damned by Roster to 2 selections

Wyrd Stone

max 1 per Army

One use only. Must be activated when the bearer's model suffers the first hit in the game. This hit is ignored. If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.

Modifiers (2)
When points ≥ 8000
Set Max Wyrd Stone by Roster to 2 selections
When points ≤ 3000
Set Max Wyrd Stone by Roster to 1 selections

Ring of the Obsidian Thrones

max 1 per Army

Break Tests and Panic Tests taken within 6″ of the bearer are subject to Minimised Roll.

Modifiers (2)
When points ≥ 8000
Set Max Ring of the Obsidian Thrones by Roster to 2 selections
When points ≤ 3000
Set Max Ring of the Obsidian Thrones by Roster to 1 selections

Mask of the War Crow

max 1 per Army

The bearer's unit gains Fear. In addition, the bearer and any friendly unit that contains one or more models with Fear within 6" of the bearer's unit must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Mask of the War Crow by Roster to 2 selections
When points ≤ 3000
Set Max Mask of the War Crow by Roster to 1 selections

Ceinran's Scales

max 1 per Army

The bearer can cast The Wheel Turns (Witchcraft) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Ceinran's Scales by Roster to 1 selections
When points ≥ 8000
Set Max Ceinran's Scales by Roster to 2 selections

Beastmaster's Whistle

max 1 per Army

Beastmasters onlyOne use only. May be activated at the start of any friendly Charge Phase. Charge Range rolls of friendly Manticores and models with Type Beast within 12" of the bearer are subject to Maximised Roll until the end of the Charge Phase.

Modifiers (2)
When points ≤ 3000
Set Max Beastmaster's Whistle by Roster to 1 selections
When points ≥ 8000
Set Max Beastmaster's Whistle by Roster to 2 selections

Moithir's Mirror

max 1 per Army

The bearer gains Aegis (5,+ against Melee Attacks).
In addition, if one or more Melee Attacks are allocated towards or distributed onto the bearer’s model (including Initiative Step 0), the bearer inflicts D3+1 hits with Strength 4, Armour Penetration 2, and Magical Attacks on the attacking model’s unit at Initiative Step 0. This is considered a Special Attack.

Modifiers (2)
When points ≤ 3000
Set Max Moithir's Mirror by Roster to 1 selections
When points ≥ 8000
Set Max Moithir's Mirror by Roster to 2 selections

Seal of the 9th Fleet

max 1 per Army

Silexian Officers onlyIf the bearer’s unit consists entirely of Infantry models, it is considered Academy Trained.

Modifiers (2)
When points ≤ 3000
Set Max Seal of the 9th Fleet by Roster to 1 selections
When points ≥ 8000
Set Max Seal of the 9th Fleet by Roster to 2 selections

Rampager's Chain

max 1 per Army

The bearer gains Stomp Attacks (D3+1), and all models in the bearer's unit must reroll failed to-wound rolls with Stomp Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Rampager's Chain by Roster to 1 selections
When points ≥ 8000
Set Max Rampager's Chain by Roster to 2 selections

Aurochs Charm

max 1 per Army

The bearer gains Mountain Hide.

Modifiers (2)
When points ≤ 3000
Set Max Aurochs Charm by Roster to 1 selections
When points ≥ 8000
Set Max Aurochs Charm by Roster to 2 selections

Lygur's Tongue

max 1 per Army

Enemy units in base contact with the bearer suffer -1 Attack Value.

Modifiers (2)
When points ≤ 3000
Set Max Lygur's Tongue by Roster to 1 selections
When points ≥ 8000
Set Max Lygur's Tongue by Roster to 2 selections

Crown of the Cavern King

max 1 per Army

Cannot be taken by models with Towering PresenceAll models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Feigned Flight and Vanguard. If the bearer is a Common Goblin, Cave Goblin, or Forest Goblin, the range of its Commanding Presence and Rally Around the Flag (if available) is increased by 6".

Modifiers (2)
When points ≥ 8000
Set Max Crown of the Cavern King by Roster to 2 selections
When points ≤ 3000
Set Max Crown of the Cavern King by Roster to 1 selections

Troll Ale Flask

max 1 per Army

The bearer may perform a Special Attack that is made at the bearer's Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.

Modifiers (2)
When points ≤ 3000
Set Max Troll Ale Flask by Roster to 1 selections
When points ≥ 8000
Set Max Troll Ale Flask by Roster to 2 selections

Pan of Protection Pinchin'

max 1 per Army

When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer's unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.

Modifiers (2)
When points ≤ 3000
Set Max Pan of Protection Pinchin' by Roster to 1 selections
When points ≥ 8000
Set Max Pan of Protection Pinchin' by Roster to 2 selections

Skull Fetish

max 1 per Army (Dominant)

At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.

Modifiers (2)
When points ≥ 8000
Set Max Skull Fetish by Roster to 2 selections
When points ≤ 3000
Set Max Skull Fetish by Roster to 1 selections

Ring of the Pearl Throne

max 1 per Army

Cannot be taken by Towering Presence or ConstructsAfter step 4 of the Round of Combat Sequence (after issuing and accepting Duels) of each Round of Combat that the bearer's unit is fighting, choose one of the following: • A single Special Item on a Character or Champion in base contact with the bearer • A single Special Item on a single model unit in base contact with the bearer • A Banner Enchantment carried by a Standard Bearer in base contact with the bearer This Special Item is ignored for as long as its bearer remains in base contact with the bearer of the Ring of the Pearl Throne. Only a single Special Item can be affected at any time. In case the model has more than one instance of the chosen item, only one instance is affected.

Modifiers (2)
When points ≥ 8000
Set Max Ring of the Pearl Throne by Roster to 2 selections
When points ≤ 3000
Set Max Ring of the Pearl Throne by Roster to 1 selections

Book of Meladys

max 1 per Army (Dominant)

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. When rerolling a natural '1', the rerolled Magic Dice benefits from Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.

Modifiers (2)
When points ≤ 3000
Set Max Book of Meladys by Roster to 1 selections
When points ≥ 8000
Set Max Book of Meladys by Roster to 2 selections

Glittering Lacquer

max 1 per Army

Cavalry models onlyThe bearer gains Hard Target (1).

Modifiers (2)
When points ≥ 8000
Set Max Glittering Lacquer by Roster to 2 selections
When points ≤ 3000
Set Max Glittering Lacquer by Roster to 1 selections

Amethyst Crystal

max 1 per Army

Dispelling rolls made by the bearer's army gain a +1 modifier.

Modifiers (2)
When points ≥ 8000
Set Max Amethyst Crystal by Roster to 2 selections
When points ≤ 3000
Set Max Amethyst Crystal by Roster to 1 selections

Diadem of Protection

max 1 per Army

The bearer gains Aegis (+2, max 4+).

Modifiers (2)
When points ≤ 3000
Set Max Diadem of Protection by Roster to 1 selections
When points ≥ 8000
Set Max Diadem of Protection by Roster to 2 selections

Necromantic Staff

max 1 per Army (Dominant)

The bearer gains Channel (1) and can cast the first Boosted version (6" Aura) of Arise! (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≥ 8000
Set Max Necromantic Staff by Roster to 2 selections
When points ≤ 3000
Set Max Necromantic Staff by Roster to 1 selections

Hypnotic Pendant

max 1 per Army

The bearer gains Distracting. All Standard Height R&F models in the bearer's unit gain Parry.

Modifiers (2)
When points ≥ 8000
Set Max Hypnotic Pendant by Roster to 2 selections
When points ≤ 3000
Set Max Hypnotic Pendant by Roster to 1 selections

Eternity Gem

max 1 per Army

Vampire Counts and Courtiers on Monstrous Revenant or without Towering Presence onlyAttacks against the bearer's model with Lethal Strike and/or Multiple Wounds lose these Attack Attributes. One use only: Must be activated when the bearer's model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.

Modifiers (2)
When points ≥ 8000
Set Max Eternity Gem by Roster to 2 selections
When points ≤ 3000
Set Max Eternity Gem by Roster to 1 selections

Night's Crown

max 1 per Army

Standard Height models onlyClose Combat Attacks allocated towards the bearer's model do not gain Strength modifiers of the +X type conferred by Close Combat Weapons. Close Combat Attacks can never wound the bearer's model on better than 4+.

Modifiers (2)
When points ≤ 3000
Set Max Night's Crown by Roster to 1 selections
When points ≥ 8000
Set Max Night's Crown by Roster to 2 selections

Unholy Tome

max 1 per Army (Dominant)

The bearer can cast Danse Macabre (Evocation) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≥ 8000
Set Max Unholy Tome by Roster to 2 selections
When points ≤ 3000
Set Max Unholy Tome by Roster to 1 selections

Cursed Medallion

max 1 per Army

Right before the battle (during step 7 of the Deployment Phase Sequence), choose a Character, Champion, or a single model unit on the opponent's Army List. The bearer must reroll failed to-hit and to-wound rolls against the chosen model.

Modifiers (2)
When points ≥ 8000
Set Max Cursed Medallion by Roster to 2 selections
When points ≤ 3000
Set Max Cursed Medallion by Roster to 1 selections

Blessed Wrappings

max 1 per Army

The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).

Modifiers (2)
When points ≥ 8000
Set Max Blessed Wrappings by Roster to 2 selections
When points ≤ 3000
Set Max Blessed Wrappings by Roster to 1 selections

Death Mask of Teput

max 1 per Army

Enemy units in base contact with the bearer suffer -2 Offensive Skill.

Modifiers (2)
When points ≤ 3000
Set Max Death Mask of Teput by Roster to 1 selections
When points ≥ 8000
Set Max Death Mask of Teput by Roster to 2 selections

Ankh of Naptesh

max 1 per Army

The bearer gains Hierophant and can never lose it. R&F models in the bearer's unit gain Fortitude (6+).

Modifiers (2)
When points ≤ 3000
Set Max Ankh of Naptesh by Roster to 1 selections
When points ≥ 8000
Set Max Ankh of Naptesh by Roster to 2 selections

Sekhem Sceptre

max 1 per Army

The bearer gains Autonomous and Stubborn.

Modifiers (2)
When points ≤ 3000
Set Max Sekhem Sceptre by Roster to 1 selections
When points ≥ 8000
Set Max Sekhem Sceptre by Roster to 2 selections

Crown of the Pharaohs

max 1 per Army

Pharaohs and Nomarchs onlyThe bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.

Modifiers (2)
When points ≤ 3000
Set Max Crown of the Pharaohs by Roster to 1 selections
When points ≥ 8000
Set Max Crown of the Pharaohs by Roster to 2 selections

Sacred Hourglass

max 1 per Army (Dominant)

The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).

Modifiers (2)
When points ≥ 8000
Set Max Sacred Hourglass by Roster to 2 selections
When points ≤ 3000
Set Max Sacred Hourglass by Roster to 1 selections

Scroll of Desiccation

max 1 per Army

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units.

Modifiers (2)
When points ≥ 8000
Set Max Scroll of Desiccation by Roster to 2 selections
When points ≤ 3000
Set Max Scroll of Desiccation by Roster to 1 selections

Steeds of Nephet-Ra

max 1 per Army

Models with at least one Skeletal Horse model part in the bearer's unit gain Ghost Step and +4" March Rate.

Modifiers (2)
When points ≥ 8000
Set Max Steeds of Nephet-Ra by Roster to 2 selections
When points ≤ 3000
Set Max Steeds of Nephet-Ra by Roster to 1 selections

Sandstorm Cloak

max 1 per Army

The bearer gains Fly (5", 15"), Light Troops, and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.

Modifiers (2)
When points ≥ 8000
Set Max Sandstorm Cloak by Roster to 2 selections
When points ≤ 3000
Set Max Sandstorm Cloak by Roster to 1 selections

Book of the Dead

max 1 per Army

The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.

Modifiers (2)
When points ≥ 8000
Set Max Book of the Dead by Roster to 2 selections
When points ≤ 3000
Set Max Book of the Dead by Roster to 1 selections

Harp of Bragi

max 1 per Army

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18".

Modifiers (2)
When points ≤ 3000
Set Max Harp of Bragi by Roster to 1 selections
When points ≥ 8000
Set Max Harp of Bragi by Roster to 2 selections

Norn's Bones

max 1 per Army (Wizard only )

The Wizard can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Apprentice or Adept.

Modifiers (2)
When points ≤ 3000
Set Max Norn's Bones by Roster to 1 selections
When points ≥ 8000
Set Max Norn's Bones by Roster to 2 selections

Scurrying Veil

max 1 per Army

Standard Height models onlyThe bearer gains Tiny, and its March Rate is set to 20". Tiny: Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.

Modifiers (2)
When points ≤ 3000
Set Max Scurrying Veil by Roster to 1 selections
When points ≥ 8000
Set Max Scurrying Veil by Roster to 2 selections

Fiendish Snares

max 1 per Army

Immediately after Deployment Zones are chosen, the owner nominates a Terrain Feature other than Impassable Terrain or Open Terrain with its centre in their half of the Battlefield. The chosen Terrain Feature becomes Dangerous Terrain (2).

Modifiers (2)
When points ≤ 3000
Set Max Fiendish Snares by Roster to 1 selections
When points ≥ 8000
Set Max Fiendish Snares by Roster to 2 selections

Lugar's Dice

max 1 per Army

A single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.

Modifiers (2)
When points ≥ 8000
Set Max Lugar's Dice by Roster to 2 selections
When points ≤ 3000
Set Max Lugar's Dice by Roster to 1 selections

Ledger of Souls

max 1 per Army (Dominant)

Immediately before removing a friendly model without Insignificant in a unit within 9" of the bearer's model due to enemy attacks, you gain one Veil Token for each Health Point that model had the first time it entered the Battlefield.

Modifiers (2)
When points ≥ 8000
Set Max Ledger of Souls by Roster to 2 selections
When points ≤ 3000
Set Max Ledger of Souls by Roster to 1 selections

Gem of Faith's Tithe

max 1 per Army

Whenever the bearer attempts to cast a spell, the owner may choose a friendly Champion with Pledged to Darkness within 12". If so, use the position of the Champion when drawing Line of Sight and measuring range. For Direct spells, also use the Champion's Front Arc. The owner must use all of these or none at all. If the spell is successfully cast, the Champion suffers 1 hit that wounds automatically with no saves of any kind allowed.

Modifiers (2)
When points ≥ 8000
Set Max Gem of Faith's Tithe by Roster to 2 selections
When points ≤ 3000
Set Max Gem of Faith's Tithe by Roster to 1 selections

Lifeforce Talisman

max 1 per Army (Dominant)

Whenever the bearer Miscasts, the owner may choose to inflict D3 hits on the bearer's unit. These hits wound automatically with no saves of any kind allowed. If so, the owner may choose to apply a +1 or a -1 Miscast Modifier.

Modifiers (2)
When points ≤ 3000
Set Max Lifeforce Talisman by Roster to 1 selections
When points ≥ 8000
Set Max Lifeforce Talisman by Roster to 2 selections

Zartosht's Chains

max 1 per Army

Enemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.

Modifiers (2)
When points ≥ 8000
Set Max Zartosht's Chains by Roster to 2 selections
When points ≤ 3000
Set Max Zartosht's Chains by Roster to 1 selections

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).

Modifiers (2)
When points ≤ 3000
Set Max Breath of the Brass Bull by Roster to 1 selections
When points ≥ 8000
Set Max Breath of the Brass Bull by Roster to 2 selections

Turul Radiant Headdress

max 1 per Army

Standard Height onlyThe bearer gains Distracting and Terror.

Modifiers (2)
When points ≤ 3000
Set Max Turul Radiant Headdress by Roster to 1 selections
When points ≥ 8000
Set Max Turul Radiant Headdress by Roster to 2 selections

Endless Plain

max 1 per Army

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.

Modifiers (2)
When points ≤ 3000
Set Max Endless Plain by Roster to 1 selections
When points ≥ 8000
Set Max Endless Plain by Roster to 2 selections

Spirit of the Herd

max 1 per Army

Model parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).

Modifiers (2)
When points ≥ 8000
Set Max Spirit of the Herd by Roster to 2 selections
When points ≤ 3000
Set Max Spirit of the Herd by Roster to 1 selections

Mempo of Blood

max 1 per Army

The bearer gains Fear and enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by the bearer's unit.

Modifiers (2)
When points ≥ 8000
Set Max Mempo of Blood by Roster to 2 selections
When points ≤ 3000
Set Max Mempo of Blood by Roster to 1 selections

General's Kabuto

max 1 per Army

The bearer ignores the first unsaved wound he suffers. This can prevent all wounds from an attack with Multiple Wounds. If the bearer suffers several wounds at the same time, choose which one is ignored.

Modifiers (2)
When points ≥ 8000
Set Max General's Kabuto by Roster to 2 selections
When points ≤ 3000
Set Max General's Kabuto by Roster to 1 selections

Bronze Token

max 1 per Army

All enemy model parts gain -1 Attack Value while fighting in a Duel with the bearer.

Modifiers (2)
When points ≤ 3000
Set Max Bronze Token by Roster to 1 selections
When points ≥ 8000
Set Max Bronze Token by Roster to 2 selections

The River's Blessing

max 1 per Army (Enchantment: Sode)

The bearer gains +2 Defensive Skill.

Modifiers (2)
When points ≥ 8000
Set Max The River's Blessing by Roster to 2 selections
When points ≤ 3000
Set Max The River's Blessing by Roster to 1 selections

Candle of the Void

max 1 per Army

Whenever a friendly model casts a non-Attribute spell within 12' of the bearer, the bearer immediately casts Evil Eye (Witchcraft), which always targets the bearer's unit.

Modifiers (2)
When points ≥ 8000
Set Max Candle of the Void by Roster to 2 selections
When points ≤ 3000
Set Max Candle of the Void by Roster to 1 selections

Mempo of Honour

max 1 per Army

Models Way of the Warrior onlyDuels issued by the bearer must always be accepted. The bearer's model can score up to +4 Overkill Combat Score instead of +3.

Modifiers (2)
When points ≤ 3000
Set Max Mempo of Honour by Roster to 1 selections
When points ≥ 8000
Set Max Mempo of Honour by Roster to 2 selections

Rod of the Horizons

max 1 per Army (Dominant)

Models Way of the Warrior onlyThe range of spells cast by the Wizard is increased by 6'. Spells with the type Caster or Caster's Unit and Bound Spells are not affected.

Modifiers (2)
When points ≤ 3000
Set Max Rod of the Horizons by Roster to 1 selections
When points ≥ 8000
Set Max Rod of the Horizons by Roster to 2 selections

Prayer Beads of the Inner Fire

max 1 per Army

Yamabushi onlyAll models in the bearer's unit gain Ritual Meditation.

Modifiers (2)
When points ≤ 3000
Set Max Prayer Beads of the Inner Fire by Roster to 1 selections
When points ≥ 8000
Set Max Prayer Beads of the Inner Fire by Roster to 2 selections

Infiltrator's Dart

max 1 per Army

Skink Veterans onlyRight before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent's Army List with Prey Scent.

Modifiers (2)
When points ≤ 3000
Set Max Infiltrator's Dart by Roster to 1 selections
When points ≥ 8000
Set Max Infiltrator's Dart by Roster to 2 selections

Ancient Plaque

max 1 per Army (Dominant)

Once per Magic Phase, a single Magic Dice may be rerolled: • When the bearer performs a Casting Attempt with 2 or more Magic Dice that is not Miscast. • When the owner performs a Dispelling Attempt with 2 or more Magic Dice.

Modifiers (2)
When points ≥ 8000
Set Max Ancient Plaque by Roster to 2 selections
When points ≤ 3000
Set Max Ancient Plaque by Roster to 1 selections

Te Aupouri Smokestone

max 1 per Army

One use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.

Modifiers (2)
When points ≤ 3000
Set Max Te Aupouri Smokestone by Roster to 1 selections
When points ≥ 8000
Set Max Te Aupouri Smokestone by Roster to 2 selections

The Heart of Atua

max 1 per Army

If the bearer is part of a Compound Unit, the range of the unit's Commanding Presence is always set to 12".

Modifiers (2)
When points ≥ 8000
Set Max The Heart of Atua by Roster to 2 selections
When points ≤ 3000
Set Max The Heart of Atua by Roster to 1 selections

Veilcatcher Astrolabe

max 1 per Army (Dominant)

The bearer gains a Veil Token every time the model successfully casts a non-Bound and non-Attribute Spell, after resolving the spell's effect and any Attribute Spell.

Modifiers (2)
When points ≤ 3000
Set Max Veilcatcher Astrolabe by Roster to 1 selections
When points ≥ 8000
Set Max Veilcatcher Astrolabe by Roster to 2 selections

Stampede Resonator Crystal

max 1 per Army

One use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Stampede Resonator Crystal by Roster to 2 selections
When points ≤ 3000
Set Max Stampede Resonator Crystal by Roster to 1 selections

Infiltrator's Dart

max 1 per Army

Skink Veterans onlyRight before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent's Army List with Prey Scent.

Modifiers (2)
When points ≥ 8000
Set Max Infiltrator's Dart by Roster to 2 selections
When points ≤ 3000
Set Max Infiltrator's Dart by Roster to 1 selections

Ancient Plaque

max 1 per Army (Dominant)

Once per Game Turn , a single Magic Dice may be rerolled: • When the bearer performs a Casting Attempt with 2 or more Magic Dice that is not Miscast. • When the owner performs a Dispelling Attempt with 2 or more Magic Dice.

Modifiers (2)
When points ≥ 8000
Set Max Ancient Plaque by Roster to 2 selections
When points ≤ 3000
Set Max Ancient Plaque by Roster to 1 selections

Te Aupouri Smokestone

max 1 per Army

One use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.

Modifiers (2)
When points ≥ 8000
Set Max Te Aupouri Smokestone by Roster to 2 selections
When points ≤ 3000
Set Max Te Aupouri Smokestone by Roster to 1 selections

Veilcatcher Astrolabe

max 1 per Army (Dominant)

The bearer gains a Veil Token every time the model successfully casts a non-Bound and non-Attribute Spell, after resolving the spell's effect and any Attribute Spell.

Modifiers (2)
When points ≤ 3000
Set Max Veilcatcher Astrolabe by Roster to 1 selections
When points ≥ 8000
Set Max Veilcatcher Astrolabe by Roster to 2 selections

Stampede Resonator Crystal

max 1 per Army

One use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Stampede Resonator Crystal by Roster to 2 selections
When points ≤ 3000
Set Max Stampede Resonator Crystal by Roster to 1 selections

Ring of the Obsidian Thrones

max 1 per Army

Cannot be taken by Warlock OutcastsFriendly Break Tests and friendly Panic Tests taken within 6" of the bearer are subject to Minimised Roll.

Modifiers (2)
When points ≤ 3000
Set Max Ring of the Obsidian Thrones by Roster to 1 selections
When points ≥ 8000
Set Max Ring of the Obsidian Thrones by Roster to 2 selections

Mask of the War Crow

max 1 per Army

The bearer's unit gains Fear. In addition, the bearer and any friendly unit that contains one or more models with Fear within 6" of the bearer's unit must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Mask of the War Crow by Roster to 1 selections
When points ≥ 8000
Set Max Mask of the War Crow by Roster to 2 selections

Ceinran's Scales

max 1 per Army (Wizard only )

The bearer can cast Spectral Blades (Evocation) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Ceinran's Scales by Roster to 1 selections
When points ≥ 8000
Set Max Ceinran's Scales by Roster to 2 selections

Beastmaster's Whistle

max 1 per Army

Beastmasters onlyOne use only. May be activated at the start of any friendly Charge Phase. Charge Range rolls of friendly Manticores and models with Type Beast within 12" of the bearer are subject to Maximised Roll until the end of the Charge Phase.

Modifiers (2)
When points ≥ 8000
Set Max Beastmaster's Whistle by Roster to 2 selections
When points ≤ 3000
Set Max Beastmaster's Whistle by Roster to 1 selections

Moithir's Mirror

max 1 per Army

The bearer gains Aegis (5,+ against Melee Attacks). In addition, at Initiative Step 0 of a Round of Combat in which one or more Melee Attacks are allocated towards or distributed onto the bearer's model (including Initiative Step 0), the bearer inflicts 3 hits with Strength 4, Armour Penetration 2, and Magical Attacks on each of the attacking models' units. This is considered a Special Attack.

Modifiers (2)
When points ≤ 3000
Set Max Moithir's Mirror by Roster to 1 selections
When points ≥ 8000
Set Max Moithir's Mirror by Roster to 2 selections

Seal of the 9th Fleet

max 1 per Army

Silexian Officers onlyIf the bearer’s unit consists entirely of Infantry models, it is considered Academy Trained.

Modifiers (2)
When points ≤ 3000
Set Max Seal of the 9th Fleet by Roster to 1 selections
When points ≥ 8000
Set Max Seal of the 9th Fleet by Roster to 2 selections

Crown of Hubris

max 1 per Army (Dominant)

At the start of any friendly Magic Phase, the bearer may choose to inflict 3 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains 3 additional Veil Tokens.

Modifiers (2)
When points ≥ 8000
Set Max Crown of Hubris by Roster to 2 selections
When points ≤ 3000
Set Max Crown of Hubris by Roster to 1 selections

Orb of Ateus

max 1 per Army

Vermin Senators and Rakachit Technocrats onlyOnce per Shooting Phase, the bearer may discard 1 Veil Tokens from its owner's Veil Token pool and nominate a friendly unit within 6" Weapons with Trial and Terror in this unit gain +6" range and Magical Attacks, and the number of hits from each Mishap is increased by 1. The effects last until the end of the phase.

Modifiers (2)
When points ≤ 3000
Set Max Orb of Ateus by Roster to 1 selections
When points ≥ 8000
Set Max Orb of Ateus by Roster to 2 selections

Map of the Deeps

max 1 per Army

Vermin Senators and Stygian Overseers onlyAt the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24" of it. If so, all units within 6" of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.

Modifiers (2)
When points ≤ 3000
Set Max Map of the Deeps by Roster to 1 selections
When points ≥ 8000
Set Max Map of the Deeps by Roster to 2 selections

Tarina's Lyre

max 1 per Army

Vermin Senators and Fetthis Fleshmasters onlyStomp Attacks made by enemy units within 8" of the bearer suffer a -2 to-wound modifier.

Modifiers (2)
When points ≤ 3000
Set Max Tarina's Lyre by Roster to 1 selections
When points ≥ 8000
Set Max Tarina's Lyre by Roster to 2 selections

Orator's Toga

max 2 per Army (Foot only.)

Models on foot onlyThe bearer gains Stand Behind and cannot issue Duels.

Modifiers (2)
When points ≥ 8000
Set Max Orator's Toga by Roster to 4 selections
When points ≤ 3000
Set Max Orator's Toga by Roster to 1 selections

Tome of the Ratking

max 1 per Army

The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Tome of the Ratking by Roster to 1 selections
When points ≥ 8000
Set Max Tome of the Ratking by Roster to 2 selections

Cowl of the Apostate

max 1 per Army (Cannot be taken by Wizards )

Cannot be taken by WizardsThe model gains Holy Triumvirate, and for the purpose of this rule, it must select either Caelysian Pantheon or Cult of Errahman at the start of step 7 of the Pre-Game Sequence (Spell Selection).

Modifiers (2)
When points ≤ 3000
Set Max Cowl of the Apostate by Roster to 1 selections
When points ≥ 8000
Set Max Cowl of the Apostate by Roster to 2 selections

Black Knight's Tabard

max 1 per Army

The bearer's model gains Immune (Multiple Wounds (X))

Modifiers (2)
When points ≥ 8000
Set Max Black Knight's Tabard by Roster to 2 selections
When points ≤ 3000
Set Max Black Knight's Tabard by Roster to 1 selections

Sacred Chalice

max 1 per Army

The bearer gains Magic Resistance (1). When the bearer's unit is the target of an enemy Casting Attempt, including Attribute Spells, the bearer's owner gains 1 Veil Token.

Modifiers (2)
When points ≤ 3000
Set Max Sacred Chalice by Roster to 1 selections
When points ≥ 8000
Set Max Sacred Chalice by Roster to 2 selections

Seed of the Dark Forest

max 1 per Army

One use only. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Forest Terrain Feature that must be no larger than 10" in length and 6" in width on the Battlefield, not in contact with any other Terrain Feature except Open Terrain, more than 1" away from all enemy units, and with its centre within 12" of the bearer. While inside this Forest Terrain Feature, friendly models gain a +1 Casting Modifier for Augment, Hex, and Universal spells, and add (+1/+1) to the Power Level of Totem Bound Spells they cast.

Modifiers (2)
When points ≤ 3000
Set Max Seed of the Dark Forest by Roster to 1 selections
When points ≥ 8000
Set Max Seed of the Dark Forest by Roster to 2 selections

Dark Rain

max 1 per Army

One use only. This Artefact is automatically activated at the start of the first Game Turn (if the bearer is not on the Battlefield at this time, the item cannot be used). Its effects last until the end of the Game Turn. If the owner has the second Player Turn, all Shooting Attacks suffer -2 to hit during the opponent's Shooting Phase. If the owner has the first Player Turn, instead all Shooting Attacks suffer -1 to hit during the opponent's Shooting Phase.

Modifiers (2)
When points ≤ 3000
Set Max Dark Rain by Roster to 1 selections
When points ≥ 8000
Set Max Dark Rain by Roster to 2 selections

Inscribing Burin

max 1 per Army

While the bearer has the centre of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the centre of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance (2).

Modifiers (2)
When points ≥ 8000
Set Max Inscribing Burin by Roster to 2 selections
When points ≤ 3000
Set Max Inscribing Burin by Roster to 1 selections

Pillager Icon

max 1 per Army

All friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.

Modifiers (2)
When points ≥ 8000
Set Max Pillager Icon by Roster to 2 selections
When points ≤ 3000
Set Max Pillager Icon by Roster to 1 selections

Crown of Horns

max 1 per Army

The bearer's unit and all units within range of its Commanding Presence (if applicable) automatically pass Discipline Tests taken due to Primal Instinct.

Modifiers (2)
When points ≤ 3000
Set Max Crown of Horns by Roster to 1 selections
When points ≥ 8000
Set Max Crown of Horns by Roster to 2 selections

Eye of Dominance

max 1 per Army

The bearer gains Cannot be Stomped and Fear.

Modifiers (2)
When points ≤ 3000
Set Max Eye of Dominance by Roster to 1 selections
When points ≥ 8000
Set Max Eye of Dominance by Roster to 2 selections

Lugar's Dice

max 1 per Army

A single model part of the bearer's model can reroll a single failed to-hit, to-wound, or Armour Save roll per Player Turn. Crush Attacks are not affected.

Modifiers (2)
When points ≥ 8000
Set Max Lugar's Dice by Roster to 2 selections
When points ≤ 3000
Set Max Lugar's Dice by Roster to 1 selections

Mask of Ages

max 1 per Army

Infantry models onlyThe bearer gains Aegis (5+, against Special Attacks), Aegis (5+, against Magical Attacks), and Fear. In addition, the bearer must reroll failed to-hit rolls with its Close Combat Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Mask of Ages by Roster to 1 selections
When points ≥ 8000
Set Max Mask of Ages by Roster to 2 selections

Ring of Desiccation

max 1 per Army

At the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.

Modifiers (2)
When points ≤ 3000
Set Max Ring of Desiccation by Roster to 1 selections
When points ≥ 8000
Set Max Ring of Desiccation by Roster to 2 selections

Tablet of Vezodinezh

max 1 per Army (Dominant) (Wizard only )

When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.

Modifiers (2)
When points ≤ 3000
Set Max Tablet of Vezodinezh by Roster to 1 selections
When points ≥ 8000
Set Max Tablet of Vezodinezh by Roster to 2 selections

Breath of the Brass Bull

max 1 per Army

Cannot be taken by models with Towering PresenceThe bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).

Modifiers (2)
When points ≤ 3000
Set Max Breath of the Brass Bull by Roster to 1 selections
When points ≥ 8000
Set Max Breath of the Brass Bull by Roster to 2 selections

Golden Idol of Shamut

max 1 per Army

If the bearer's model is Infantry, its Advance Rate is set to 4" and its March Rate is set to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).

Modifiers (2)
When points ≤ 3000
Set Max Golden Idol of Shamut by Roster to 1 selections
When points ≥ 8000
Set Max Golden Idol of Shamut by Roster to 2 selections

Ring of the Pearl Throne

max 1 per Army

Cannot be taken by models with Towering PresenceWeapon Enchantments in the bearer's unit and in units that are in base contact with the bearer are ignored.

Modifiers (2)
When points ≥ 8000
Set Max Ring of the Pearl Throne by Roster to 2 selections
When points ≤ 3000
Set Max Ring of the Pearl Throne by Roster to 1 selections

Book of Meladys

max 1 per Army (Dominant)

Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. When rerolling a natural '1', the rerolled Magic Dice benefits from Fizzle (if the Casting Attempt fails) regardless of the value rolled from the reroll.

Modifiers (2)
When points ≥ 8000
Set Max Book of Meladys by Roster to 2 selections
When points ≤ 3000
Set Max Book of Meladys by Roster to 1 selections

Glittering Lacquer

max 1 per Army

Cavalry models onlyThe bearer gains Hard Target (1).

Modifiers (2)
When points ≤ 3000
Set Max Glittering Lacquer by Roster to 1 selections
When points ≥ 8000
Set Max Glittering Lacquer by Roster to 2 selections

Amethyst Crystal

max 1 per Army

Dispelling rolls made by the bearer's army gain a +1 modifier.

Modifiers (2)
When points ≥ 8000
Set Max Amethyst Crystal by Roster to 2 selections
When points ≤ 3000
Set Max Amethyst Crystal by Roster to 1 selections

Diadem of Protection

max 1 per Army

The bearer gains Aegis (+2, max 4+).

Modifiers (2)
When points ≤ 3000
Set Max Diadem of Protection by Roster to 1 selections
When points ≥ 8000
Set Max Diadem of Protection by Roster to 2 selections

Armour Enchantments

Percival's Panoply

max 1 per Army (Enchantment: Heavy Armour)

Cavalry models without Towering Presence onlyThe wearer gains +2 Armour.

Modifiers (2)
When points ≥ 8000
Set Max Percival's Panoply by Roster to 2 selections
When points ≤ 3000
Set Max Percival's Panoply by Roster to 1 selections

Prayer-Etched

max 1 per Army (Dominant) (Enchantment: Suit of Armour)

The wearer gains +1 Armour and Aegis (+1, max. 4+).

Modifiers (2)
When points ≤ 3000
Set Max Prayer-Etched by Roster to 1 selections
When points ≥ 8000
Set Max Prayer-Etched by Roster to 2 selections

Death Cheater

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour and Fortitude (4+).

Modifiers (2)
When points ≥ 8000
Set Max Death Cheater by Roster to 2 selections
When points ≤ 3000
Set Max Death Cheater by Roster to 1 selections

Destiny's Call

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by Large ConstructsThe wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.

Modifiers (2)
When points ≤ 3000
Set Max Destiny's Call by Roster to 1 selections
When points ≥ 8000
Set Max Destiny's Call by Roster to 2 selections

Essence of Mithril

max 1 per Army (Enchantment: Suit of Armour)

Cannot be taken by Large ConstructsThe wearer’s Armour is set to 5 and can never be improved beyond this.

Modifiers (2)
When points ≥ 8000
Set Max Essence of Mithril by Roster to 2 selections
When points ≤ 3000
Set Max Essence of Mithril by Roster to 1 selections

Dusk Forged

max 1 per Army (Enchantment: Shield)

The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.

Modifiers (2)
When points ≥ 8000
Set Max Dusk Forged by Roster to 2 selections
When points ≤ 3000
Set Max Dusk Forged by Roster to 1 selections

Ghostly Guard

max 1 per Army (Enchantment: Heavy Armour, Plate Armour)

The wearer gains +2 Armour against non-Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Ghostly Guard by Roster to 1 selections
When points ≥ 8000
Set Max Ghostly Guard by Roster to 2 selections

Basalt Infusion

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Modifiers (2)
When points ≤ 3000
Set Max Basalt Infusion by Roster to 1 selections
When points ≥ 8000
Set Max Basalt Infusion by Roster to 2 selections

Alchemist's Alloy

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour and suffers −2 Offensive Skill.

Modifiers (2)
When points ≥ 8000
Set Max Alchemist's Alloy by Roster to 2 selections
When points ≤ 3000
Set Max Alchemist's Alloy by Roster to 1 selections

Willow's Ward

max 1 per Army (Foot only.) (Enchantment: Shield)

While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Modifiers (2)
When points ≤ 3000
Set Max Willow's Ward by Roster to 1 selections
When points ≥ 8000
Set Max Willow's Ward by Roster to 2 selections

Blaze of Protection

max 1 per Army (Enchantment: Infernal Armour)

Infantry models onlyThe wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model's Health Pool. This is considered a Special Attack.

Modifiers (2)
When points ≤ 3000
Set Max Blaze of Protection by Roster to 1 selections
When points ≥ 8000
Set Max Blaze of Protection by Roster to 2 selections

Kadim Binding

max 1 per Army (Enchantment: Shield)

Cannot be taken by models with Towering PresenceThe bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains Aegis (+1, against Flaming Attacks, max. 2+) and Parry.

Modifiers (2)
When points ≤ 3000
Set Max Kadim Binding by Roster to 1 selections
When points ≥ 8000
Set Max Kadim Binding by Roster to 2 selections

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

At the start of the Melee Phase, the bearer may choose to gain either of the following: • +1 Strength, +1 Armour Penetration, and -1 Resilience • -1 Strength, -1 Armour Penetration, and +1 Resilience The effects last until the end of the Melee Phase.

Modifiers (2)
When points ≥ 8000
Set Max Wild Form by Roster to 2 selections
When points ≤ 3000
Set Max Wild Form by Roster to 1 selections

Obscuring Fog

max 1 per Army (Enchantment: Shield)

While using this Shield, enemy units in base contact with the bearer suffer -1 Agility. The bearer's unit does not benefit from +1 Agility from Charging Momentum.

Modifiers (2)
When points ≥ 8000
Set Max Obscuring Fog by Roster to 2 selections
When points ≤ 3000
Set Max Obscuring Fog by Roster to 1 selections

Trickster's Cunning

max 1 per Army (Enchantment: Light Armour)

Successful to-wound rolls against the wearer's model must be rerolled.

Modifiers (2)
When points ≤ 3000
Set Max Trickster's Cunning by Roster to 1 selections
When points ≥ 8000
Set Max Trickster's Cunning by Roster to 2 selections

Aaghor's Affliction

max 1 per Army (Enchantment: Light Armour)

The wearer gains +1 Resilience and Fortitude (4+), but automatically fails all of its Armour Saves.

Modifiers (2)
When points ≥ 8000
Set Max Aaghor's Affliction by Roster to 2 selections
When points ≤ 3000
Set Max Aaghor's Affliction by Roster to 1 selections

Imperial Seal

max 1 per Army (Enchantment: Plate Armour)

The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.

Modifiers (2)
When points ≤ 3000
Set Max Imperial Seal by Roster to 1 selections
When points ≥ 8000
Set Max Imperial Seal by Roster to 2 selections

Shield of Volund

max 1 per Army (Enchantment: Shield)

Cannot be taken by Gigantic modelsWhile using this Shield, attacks against the bearer's model with Lethal Strike and/or Battle Focus lose these Attack Attributes.

Modifiers (2)
When points ≥ 8000
Set Max Shield of Volund by Roster to 2 selections
When points ≤ 3000
Set Max Shield of Volund by Roster to 1 selections

Blacksteel

max 1 per Army (Enchantment: Plate Armour)

The wearer gains +1 Armour and Fear. If taken by a model on foot, the wearer gains an additional +1 Armour.

Modifiers (2)
When points ≥ 8000
Set Max Blacksteel by Roster to 2 selections
When points ≤ 3000
Set Max Blacksteel by Roster to 1 selections

Witchfire Guard

max 1 per Army (Enchantment: Shield)

The bearer gains Aegis (4+, against Magical Attacks) while using this Shield.

Modifiers (2)
When points ≤ 3000
Set Max Witchfire Guard by Roster to 1 selections
When points ≥ 8000
Set Max Witchfire Guard by Roster to 2 selections

Shielding Bark

max 1 per Army (Enchantment: Light Armour)

Infantry models onlyThe wearer gains +1 Armour, Aegis (5+), Fearless, Flammable, and Magical Attacks.

Modifiers (2)
When points ≤ 3000
Set Max Shielding Bark by Roster to 1 selections
When points ≥ 8000
Set Max Shielding Bark by Roster to 2 selections

Curse of the Black Stag

max 1 per Army (Enchantment: Light Armour)

The wearer gains Devastating Charge (+1 Att, +1 Str, +1 Def).

Modifiers (2)
When points ≤ 3000
Set Max Curse of the Black Stag by Roster to 1 selections
When points ≥ 8000
Set Max Curse of the Black Stag by Roster to 2 selections

Taurosaur's Vigour

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour and +1 Health Point.

Modifiers (2)
When points ≤ 3000
Set Max Taurosaur's Vigour by Roster to 1 selections
When points ≥ 8000
Set Max Taurosaur's Vigour by Roster to 2 selections

Serrate Scales

max 1 per Army (Enchantment: Shield)

While using this Shield, the bearer gains Grind Attacks (2) that are always resolved with Strength 5 and Armour Penetration 2.

Modifiers (2)
When points ≤ 3000
Set Max Serrate Scales by Roster to 1 selections
When points ≥ 8000
Set Max Serrate Scales by Roster to 2 selections

Plague-Hermit's Blessing

max 1 per Army (Enchantment: Light Armour)

Models with Cult of Errahman onlyThe wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.

Modifiers (2)
When points ≤ 3000
Set Max Plague-Hermit's Blessing by Roster to 1 selections
When points ≥ 8000
Set Max Plague-Hermit's Blessing by Roster to 2 selections

Thrice-Forged

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +3 Armour. If the wearer's model has Towering Presence, its Armour can never be improved beyond 5.

Modifiers (2)
When points ≥ 8000
Set Max Thrice-Forged by Roster to 2 selections
When points ≤ 3000
Set Max Thrice-Forged by Roster to 1 selections

Gladiator's Spirit

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour and Parry.

Modifiers (2)
When points ≥ 8000
Set Max Gladiator's Spirit by Roster to 2 selections
When points ≤ 3000
Set Max Gladiator's Spirit by Roster to 1 selections

Seal of the Republic

max 1 per Army (Enchantment: Heavy Armour)

For each unsaved wound inflicted on enemy models with the wearer's Close Combat Attacks, the wearer gains +1 Armour for the rest of the game.

Modifiers (2)
When points ≥ 8000
Set Max Seal of the Republic by Roster to 2 selections
When points ≤ 3000
Set Max Seal of the Republic by Roster to 1 selections

Karkadan's Resilience

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Resilience but automatically fails all Special Saves.

Modifiers (2)
When points ≥ 8000
Set Max Karkadan's Resilience by Roster to 2 selections
When points ≤ 3000
Set Max Karkadan's Resilience by Roster to 1 selections

Yeti Furs

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour. Enemy units in base contact with the wearer suffer -1 Agility.

Modifiers (2)
When points ≤ 3000
Set Max Yeti Furs by Roster to 1 selections
When points ≥ 8000
Set Max Yeti Furs by Roster to 2 selections

Mammoth-Hide Cloak

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.

Modifiers (2)
When points ≥ 8000
Set Max Mammoth-Hide Cloak by Roster to 2 selections
When points ≤ 3000
Set Max Mammoth-Hide Cloak by Roster to 1 selections

Wrestler's Belt

max 1 per Army (Enchantment: Light Armour)

The wearer gains +2 Armour and +1 Strength.

Modifiers (2)
When points ≤ 3000
Set Max Wrestler's Belt by Roster to 1 selections
When points ≥ 8000
Set Max Wrestler's Belt by Roster to 2 selections

Tuktek's Guard

max 1 per Army (Enchantment: Suit of Armour)

Standard and Large Height models onlyThe wearer's model gains +1 Resilience. In addition, attacks against the wearer's model with Lethal Strike lose this Attack Attribute.

Modifiers (2)
When points ≥ 8000
Set Max Tuktek's Guard by Roster to 2 selections
When points ≤ 3000
Set Max Tuktek's Guard by Roster to 1 selections

Gleaming Robe

max 1 per Army (Enchantment: Light Armour)

Standard Height Mages onlyThe wearer gains Aegis (3+). In addition, its Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Magical Inferno or Witchfire, the number of hits is halved, rounding fractions up.

Modifiers (2)
When points ≥ 8000
Set Max Gleaming Robe by Roster to 2 selections
When points ≤ 3000
Set Max Gleaming Robe by Roster to 1 selections

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +2 Armour against Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Daemon's Bane by Roster to 2 selections
When points ≤ 3000
Set Max Daemon's Bane by Roster to 1 selections

Protection of Dorac

max 1 per Army (Enchantment: Heavy Armour)

The wearer gains +2 Armour and +2 Defensive Skill.

Modifiers (2)
When points ≤ 3000
Set Max Protection of Dorac by Roster to 1 selections
When points ≥ 8000
Set Max Protection of Dorac by Roster to 2 selections

Star Metal Alloy

max 1 per Army (Enchantment: Shield)

The first time the bearer's model suffers an unsaved wound from an attack with Multiple Wounds while using this Shield, the number of wounds suffered is halved, rounding fractions up.

Modifiers (2)
When points ≤ 3000
Set Max Star Metal Alloy by Roster to 1 selections
When points ≥ 8000
Set Max Star Metal Alloy by Roster to 2 selections

Legend of the Black King

max 1 per Army

The wearer gains +1 Armour and Aegis (4+).

Modifiers (2)
When points ≤ 3000
Set Max Legend of the Black King by Roster to 1 selections
When points ≥ 8000
Set Max Legend of the Black King by Roster to 2 selections

Sun's Embrace

max 1 per Army (Enchantment: Shield)

The bearer gains Distracting while using this Shield.

Modifiers (2)
When points ≤ 3000
Set Max Sun's Embrace by Roster to 1 selections
When points ≥ 8000
Set Max Sun's Embrace by Roster to 2 selections

Jackal's Blessing

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +2 Health Points and Fortitude (5+).

Modifiers (2)
When points ≤ 3000
Set Max Jackal's Blessing by Roster to 1 selections
When points ≥ 8000
Set Max Jackal's Blessing by Roster to 2 selections

Gunagr's Armour

max 1 per Army (Enchantment: Suit of Armour)

Standard Height models onlyThe bearer gains Fearless and can never be wounded on better than 4+.

Modifiers (2)
When points ≥ 8000
Set Max Gunagr's Armour by Roster to 2 selections
When points ≤ 3000
Set Max Gunagr's Armour by Roster to 1 selections

Elemental Plate

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains Aegis (4+, against Close Combat Attacks). This Aegis Save cannot be used against Close Combat Attacks made with a Hand Weapon. In addition, the wearer gains Aegis (4+, against Flaming Attacks).

Modifiers (2)
When points ≥ 8000
Set Max Elemental Plate by Roster to 2 selections
When points ≤ 3000
Set Max Elemental Plate by Roster to 1 selections

Mammoth-Hide Cloak

max 1 per Army (Enchantment: Suit of Armour)

Standard Height onlyThe wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.

Modifiers (2)
When points ≥ 8000
Set Max Mammoth-Hide Cloak by Roster to 2 selections
When points ≤ 3000
Set Max Mammoth-Hide Cloak by Roster to 1 selections

Nobunaga′s Honour

max 1 per Army (Enchantment: Heavy Armour)

Attacks against the bearer suffer -3 Armour Penetration.

Modifiers (2)
When points ≤ 3000
Set Max Nobunaga′s Honour by Roster to 1 selections
When points ≥ 8000
Set Max Nobunaga′s Honour by Roster to 2 selections

Symbol of Imperial Rule

max 1 per Army (Enchantment: Heavy Armour)

Models on foot with Way of the Warrior onlyThe wearer gains +2 Armour and +1 Resilience.

Modifiers (2)
When points ≤ 3000
Set Max Symbol of Imperial Rule by Roster to 1 selections
When points ≥ 8000
Set Max Symbol of Imperial Rule by Roster to 2 selections

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The bearer must reroll Armour Save rolls of ‘1’

Modifiers (2)
When points ≤ 3000
Set Max Fortress of Faith by Roster to 1 selections
When points ≥ 8000
Set Max Fortress of Faith by Roster to 2 selections

Vital Essence

max 1 per Army (Enchantment: Shield)

The bearer's Health Points are set to 4. In addition, the bearer gains Fortitude (6+) and Fortitude (+1, max 4+).

Modifiers (2)
When points ≤ 3000
Set Max Vital Essence by Roster to 1 selections
When points ≥ 8000
Set Max Vital Essence by Roster to 2 selections

Starfall Scales

max 1 per Army (Enchantment: Suit of Armour)

The wearer's model gains Hard Target (1). In addition, attacks that are Flaming Attacks against the bearer's model lose this Attack Attribute.

Modifiers (2)
When points ≤ 3000
Set Max Starfall Scales by Roster to 1 selections
When points ≥ 8000
Set Max Starfall Scales by Roster to 2 selections

Vital Essence

max 1 per Army (Enchantment: Light Armour)

The bearer gains Fortitude (4+) and +1 Health Point.

Modifiers (2)
When points ≥ 8000
Set Max Vital Essence by Roster to 2 selections
When points ≤ 3000
Set Max Vital Essence by Roster to 1 selections

Starfall Scales

max 1 per Army (Enchantment: Suit of Armour)

The wearer's model gains Hard Target (1) and Immune (Flaming Attacks)

Modifiers (2)
When points ≥ 8000
Set Max Starfall Scales by Roster to 2 selections
When points ≤ 3000
Set Max Starfall Scales by Roster to 1 selections

Seal of the Republic

max 1 per Army (Enchantment: Heavy Armour)

For each unsaved wound inflicted on enemy models with the wearer's Close Combat Attacks, the wearer gains +1 Armour for the rest of the game.

Modifiers (2)
When points ≥ 8000
Set Max Seal of the Republic by Roster to 2 selections
When points ≤ 3000
Set Max Seal of the Republic by Roster to 1 selections

Plague-Hermit's Blessing

max 1 per Army (Foot only.) (Enchantment: Light Armour)

Models on foot onlyThe wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.

Modifiers (2)
When points ≥ 8000
Set Max Plague-Hermit's Blessing by Roster to 2 selections
When points ≤ 3000
Set Max Plague-Hermit's Blessing by Roster to 1 selections

Percival's Panoply

max 1 per Army (Enchantment: Heavy Armour)

Cavalry models without Towering Presence onlyThe wearer gains +2 Armour.

Modifiers (2)
When points ≥ 8000
Set Max Percival's Panoply by Roster to 2 selections
When points ≤ 3000
Set Max Percival's Panoply by Roster to 1 selections

Prayer-Etched

max 1 per Army (Dominant) (Enchantment: Suit of Armour)

The wearer gains +1 Armour and Aegis (+1, max. 4+).

Modifiers (2)
When points ≥ 8000
Set Max Prayer-Etched by Roster to 2 selections
When points ≤ 3000
Set Max Prayer-Etched by Roster to 1 selections

Fortress of Faith

max 1 per Army (Enchantment: Shield)

The bearer must reroll Armour Save rolls of ‘1’

Modifiers (2)
When points ≤ 3000
Set Max Fortress of Faith by Roster to 1 selections
When points ≥ 8000
Set Max Fortress of Faith by Roster to 2 selections

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

At the start of the Melee Phase, the bearer may choose to gain either of the following: • +1 Strength, +1 Armour Penetration, and -1 Resilience • -1 Strength, -1 Armour Penetration, and +1 Resilience The effects last until the end of the Melee Phase.

Modifiers (2)
When points ≤ 3000
Set Max Wild Form by Roster to 1 selections
When points ≥ 8000
Set Max Wild Form by Roster to 2 selections

Obscuring Fog

max 1 per Army (Enchantment: Shield)

While using this Shield, enemy units in base contact with the bearer suffer -1 Agility. The bearer's unit does not benefit from +1 Agility from Charging Momentum.

Modifiers (2)
When points ≤ 3000
Set Max Obscuring Fog by Roster to 1 selections
When points ≥ 8000
Set Max Obscuring Fog by Roster to 2 selections

Trickster's Cunning

max 1 per Army (Enchantment: Light Armour)

Successful to-wound rolls against the wearer's model must be rerolled.

Modifiers (2)
When points ≥ 8000
Set Max Trickster's Cunning by Roster to 2 selections
When points ≤ 3000
Set Max Trickster's Cunning by Roster to 1 selections

Aaghor's Affliction

max 1 per Army (Enchantment: Light Armour)

The wearer gains +1 Resilience and Fortitude (4+), but automatically fails all of its Armour Saves.

Modifiers (2)
When points ≤ 3000
Set Max Aaghor's Affliction by Roster to 1 selections
When points ≥ 8000
Set Max Aaghor's Affliction by Roster to 2 selections

Blaze of Protection

max 1 per Army (Enchantment: Infernal Armour)

Infantry models onlyThe wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and Flaming Attacks, distributed onto the model's Health Pool. This is considered a Special Attack.

Modifiers (2)
When points ≥ 8000
Set Max Blaze of Protection by Roster to 2 selections
When points ≤ 3000
Set Max Blaze of Protection by Roster to 1 selections

Kadim Binding

max 1 per Army (Enchantment: Shield)

The bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains Aegis (+1, against Flaming Attacks, max. 3+) and Parry.

Modifiers (2)
When points ≤ 3000
Set Max Kadim Binding by Roster to 1 selections
When points ≥ 8000
Set Max Kadim Binding by Roster to 2 selections

Gleaming Robe

max 1 per Army (Enchantment: Light Armour)

Standard Height Mages onlyThe wearer gains Aegis (3+). In addition, its Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Magical Inferno or Witchfire, the number of hits is halved, rounding fractions up.

Modifiers (2)
When points ≤ 3000
Set Max Gleaming Robe by Roster to 1 selections
When points ≥ 8000
Set Max Gleaming Robe by Roster to 2 selections

Daemon's Bane

max 1 per Army (Enchantment: Suit of Armour)

The wearer gains +2 Armour against Magical Attacks.

Modifiers (2)
When points ≥ 8000
Set Max Daemon's Bane by Roster to 2 selections
When points ≤ 3000
Set Max Daemon's Bane by Roster to 1 selections

Protection of Dorac

max 1 per Army (Enchantment: Heavy Armour)

The wearer gains +2 Armour and +2 Defensive Skill.

Modifiers (2)
When points ≤ 3000
Set Max Protection of Dorac by Roster to 1 selections
When points ≥ 8000
Set Max Protection of Dorac by Roster to 2 selections

Star Metal Alloy

max 1 per Army (Enchantment: Shield)

The first time the bearer's model suffers an unsaved wound from an attack with Multiple Wounds (X) while using this Shield, the number of wounds suffered is halved, rounding fractions up.

Modifiers (2)
When points ≥ 8000
Set Max Star Metal Alloy by Roster to 2 selections
When points ≤ 3000
Set Max Star Metal Alloy by Roster to 1 selections

Magic Standard

Banner of Elan

max 1 per Army

Close Combat Attacks made with Lances by the bearer's unit gain +2 Strength and +2 Armour Penetration in the First Round of Combat if the following conditions are met:
• The bearer's unit is only Engaged in its Front Facing.
• The bearer's unit is not Charging.
• The bearer's unit failed a Charge in its previous Charge Phase.

Relic Shroud

max 1 per Army

Models with Courage or Honesty onlyThe bearer of one or more Relic Shrouds can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Banner of Roland

max 1 per Army

The bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.

Oriflamme

max 1 per Army

Cannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.

Castellan's Crest

max 3 per Army

Cavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer’s unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer’s unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer’s unit are not affected.

Rending Banner

max 3 per Army

One use onlyOne use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Banner of Speed

max 3 per Army

+1 Advance Rate and +2 March RateA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.

Stalker's Standard

max 3 per Army

The units gains Strider .The bearer’s unit gains Strider.

Aether Icon

max 3 per Army

The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.

Banner of Discipline

max 3 per Army

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

Flaming Standard

max 3 per Army

One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.

Banner of the Relentless Company

max 3 per Army

One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.

Legion Standard

max 3 per Army

A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.

Icon of Ashuruk

max 1 per Army

Cannot be taken by units that count towards CoreOne use only. May be activated at the start of any Melee Phase. The bearer gains Volcanic Embrace (X), where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.

Their Master's Banner

max 1 per Army

Vassal Levies and Vassal Cavalry onlyApply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain Battle Focus. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.

Banner of the Twice-Branded

max 1 per Army

Vassal Levies and Vassal Cavalry onlyThe bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions. In addition, at the end of the Charge Phase, immediately after all Charge Moves have been resolved, the bearer's unit may perform a Combat Reform (following the normal rules for Combat Reforms) if all of the following conditions are met: • The bearer's unit consists entirely of Infantry models and/or Gunnery Teams. • The bearer's unit performed a Stand and Shoot Charge Reaction during this phase. • The bearer's unit was successfully Charged during this phase.

Banner of the Wild Herd

max 3 per Army

One use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrels and Wildhorns in the bearer's unit gain +1 Strength and +1 Armour Penetration.

Banner of Unity

max 1 per Army

Parent Units onlyWhenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.

Household Standard

max 1 per Army

If the General is part of the bearer's unit, its Commanding Presence range is increased by 6".

Marksman's Pennant

max 1 per Army

The bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.

Banner of Deception

max 1 per Army

At the end of step 4 of the Deployment Phase Sequence (before deploying Scouts), the owner may remove the bearer's unit from the Battlefield and deploy it again elsewhere (any Characters joined to the unit must remain in the unit; this does not affect the number of Undeployed Units for calculating the starting roll-off bonus).

Banner of Silent Mist

max 2 per Army

The bearer's unit gains Soft Cover. Enemy units within 3" of the bearer's unit may not gain any benefit from a Musician.

Predator Pennant

max 1 per Army

The bearer's unit gains Devastating Charge (Distracting).

Totem of Mixoatl

max 1 per Army

Cannot be taken by units that count towards CoreThe bearer's unit gains Hard Target (1). One use only. May be activated at the start of a Round of Combat. Until the end of the Round of Combat, enemy units in base contact with the bearer's unit suffer -3 Offensive Skill.

Tree Frog Banner

max 1 per Army

Close Combat Attacks from Skink* model parts in the bearer's unit become Poison Attacks. *The following model parts are considered Skinks: Skink Captains, Skink Priests, Skink Braves, Skink Hunters, Chameleons, Pteradon Sentries - Rider only, Rhamphodon Riders - Rider only, Taurosaur - Crew only, Stygiosaur - Skink Rider only, Thyroscutus - Crew only.

Sacred Aquila

max 1 per Army

The bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.

Banner of the Last Storm

max 1 per Army

Cannot be taken by models that count towards CoreRanged Attacks distributed onto Standard Height R&F models in the bearer's unit suffer -1 to wound. One use only. May be activated at the start of any Player Turn. Ranged Attacks distributed onto Standard Height R&F models in other friendly units within 8" of the bearer's unit suffer -1 to wound until the end of the Player Turn. Afterwards, the Banner Enchantment is ignored for the rest of the game.

Bell of the Deep Roads

max 1 per Army

The bearer's unit may start the game in Tunnel Reserve. Ambush rolls of the bearer's unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board. If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer's unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.

Icon of the Infinite

max 2 per Army

Cannot be taken by units that count towards CoreThe bearer can cast Hellfire (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Zealots' Banner

max 3 per Army

The maximum number of Supporting Attacks that models in the second rank of the bearer's unit can perform is increased by 1.

Wasteland Torch

max 1 per Army

The bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.

Executioner's Icon

max 1 per Army

The bearer and R&F model parts with Ruthless Efficiency in the bearer's unit gain Artistry of Death.

Eye of the Gorgon

max 1 per Army

Cannot be taken by units that count toward CoreThe bearer gains Petrifying Stare (see Gorgons unit). Enemy units in base contact with the bearer must reroll successful Discipline Tests.

Caedhren's Pennon

max 1 per Army

Infantry models in the bearer's unit gain Scent of Blood and Swiftstride.

Runic Standard of Steadiness

max 3 per Army

One use only. May be activated at the start of any Movement Phase. The bearer's unit gains Quick to Fire until the end of the Player Turn.

Runic Standard of Wisdom

max 3 per Army

The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.

Runic Standard of Dismay

max 1 per Army

Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.

Runic Standard of Swiftness

max 1 per Army

The bearer's unit gains Vanguard.

Runic Standard of the Hold

max 3 per Army

A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.

Runic Standard of the Anvil

max 3 per Army

Friendly units Charging enemy units Engaged in Combat with the bearer's unit must reroll failed Charge Range rolls in the Charge Phase.

Runic Standard of Shielding

max 1 per Army

Battle Standard Bearer, Deep Watch, and King's Guard onlyAll friendly units within 6' of the bearer gain Aegis (5+, against Shooting Attacks).

Skull of Qenghet

max 1 per Army

The bearer's unit gains Fear and automatically passes Panic Tests caused by Terror.

Pennant of the Great Grass Sky

max 1 per Army

The bearer's unit gains Swiftstride.

Banner of the Gyengget

max 1 per Army

Cannot be taken by units that count towards CoreIn the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit must be rerolled, including Special Attacks.

Mikinok's Totem

max 1 per Army

Cannot be taken by units that count towards CoreAt the start of each Round of Combat that the model's unit is fighting, choose one of the following: • A Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. • A Special Item* carried by a single model unit in base contact with the bearer's unit. • A Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *Or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts.

Green Tide

max 3 per Army

The bearer's unit gains Fight in Extra Rank.

War Banner of Ryma

max 2 per Army

R&F model parts without Harnessed in a unit with one or more War Banners of Ryma gain Devastating Charge (+1 Str). In addition, all Infantry models in the unit gain Devastating Charge (+1" Adv).

Banner of Becalming

max 1 per Army

Cannot be taken by units that count towards CoreIn the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent's Veil Token pool and add one Veil Token to your Veil Token pool.

Navigator's Banner

max 1 per Army

R&F models in the bearer's unit gain Distracting in the First Round of Combat against attacks from enemies Engaged in the bearer's unit's Front Facing.

Black Standard of Zagvozd

max 1 per Army

Barrow Guard and Barrow Knights onlyClose Combat Attacks made by R&F model parts without Harnessed in the bearer's unit gain +1 to hit. At the start of any Melee Phase, if the bearer's unit is unengaged, you may choose a friendly Standard Height Infantry or Barrow Knight unit within 6" of the bearer. Close Combat Attacks made by R&F model parts without Harnessed in that unit gain +1 to hit until the end of the Melee Phase.

Banner of the Entombed

max 2 per Army

Core and Battle Standard Bearer onlyIf taken by a Character, the bearer gains Underground Ambush. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush must arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.

Raven Banner

max 1 per Army

The bearer's unit gains Battle Focus, Fearless, and Frenzy.

Predator Pennant

max 1 per Army

Cannot be taken by units that count toward CoreThe bearer's unit gains Devastating Charge (Distracting).

Baited Banner

max 1 per Army

Standard Height models onlyModel parts with Harnessed in the bearer’s unit gain Hatred.

Wasteland Torch

max 2 per Army

The bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.

Mirumoto′s Battle Standard

max 1 per Army

Cannot be taken by units that count towards CoreNatural to-hit rolls of '1' from all Close Combat Attacks of models in the bearer's unit must be re-rolled.

Koru Stone

max 1 per Army

Cannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 8".

Obelisk of Collaboration

max 1 per Army

The bearer's unit gains Pack Hunter.

Sceptic's Stele

max 1 per Army

The bearer gains Magic Resistance (1). One use only. The bearer's unit and all units in base contact with the bearer's unit automatically fail all Aegis Saves. The effect lasts until the bearer's unit is no longer Engaged in Combat.

Koru Stone

max 1 per Army

Cannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 12".

Obelisk of Collaboration

max 1 per Army

The bearer's unit gains Pack Hunter.

Executioner's Icon

max 1 per Army

The bearer and R&F model parts with Ruthless Efficiency in the bearer's unit gain Artistry of Death.

Eye of the Gorgon

max 1 per Army

Cannot be taken by units that count toward CoreThe bearer gains Petrifying Stare (see Gorgons unit). Enemy units in base contact with the bearer must reroll successful Discipline Tests.

Caedhren's Pennon

max 1 per Army

Infantry models in the bearer's unit gain Scent of Blood and Swiftstride.

Sacred Aquila

max 1 per Army

The bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.

Bell of the Deep Roads

max 1 per Army

The bearer's unit may start the game in Tunnel Reserve.

Banner of Elan

max 1 per Army

Close Combat Attacks made with Lances by the bearer's unit gain +2 Strength and +2 Armour Penetration in the First Round of Combat if the following conditions are met: • The bearer's unit is only Engaged in its Front Facing. • The bearer's unit is not Charging. • The bearer's unit failed a Charge in its previous Charge Phase.

Relic Shroud

max 1 per Army

Models with Courage or Honesty onlyThe bearer can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).

Banner of Roland

max 1 per Army

The bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.

Oriflamme

max 1 per Army

Cannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.

Castellan's Crest

max 3 per Army

Cavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer's unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer's unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer's unit are not affected.

Banner of the Wild Herd

max 3 per Army

One use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrel Herd and Wildhorn Herd models in the bearer's unit gain +1 Strength and +1 Armour Penetration.

Runic Standard of Steadiness

max 3 per Army

One use only. May be activated at the start of any Movement Phase. The bearer's unit gains Quick to Fire until the end of the Player Turn.

Runic Standard of Wisdom

max 3 per Army

The bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.

Runic Standard of Dismay

max 1 per Army

Units Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.

Runic Standard of Swiftness

max 1 per Army

The bearer's unit gains Vanguard.

Runic Standard of the Hold

max 3 per Army

A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.

Runic Standard of the Anvil

max 3 per Army

Friendly units Charging enemy units Engaged in Combat with the bearer's unit must reroll failed Charge Range rolls in the Charge Phase.

Runic Standard of Shielding

max 1 per Army

Battle Standard Bearer, Deep Watch, and King's Guard onlyAll friendly units within 6' of the bearer gain Aegis (5+, against Shooting Attacks).

Icon of Ashuruk

max 1 per Army

Cannot be taken by units that count towards CoreOne use only. May be activated at the start of any Melee Phase. The bearer gains Volcanic Embrace (X), where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.

Their Master's Banner

max 1 per Army

Vassal Levies and Vassal Cavalry onlyApply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain Battle Focus. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.

Banner of the Twice-Branded

max 1 per Army

Vassal Levies and Vassal Cavalry onlyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms). • • •

War Banner of Ryma

max 2 per Army

R&F model parts without Harnessed in a unit with one or more War Banners of Ryma gain Devastating Charge (+1 Str). In addition, all Infantry models in the unit gain Devastating Charge (+1" Adv).

Banner of Becalming

max 1 per Army

Cannot be taken by units that count towards CoreIn the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent's Veil Token pool and add one Veil Token to your Veil Token pool.

Navigator's Banner

max 1 per Army

R&F models in the bearer's unit gain Distracting in the First Round of Combat against attacks from enemies Engaged in the bearer's unit's Front Facing.

Zaklęcie sztandaru

Sacred Aquila

max 1 per Army

The bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.

Bell of the Deep Roads

max 1 per Army

The bearer's unit may start the game in Tunnel Reserve.

Rending Banner

max 3 per Army

One use onlyOne use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Banner of Speed

max 3 per Army

+1 Advance Rate and +2 March RateA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.

Stalker's Standard

max 3 per Army

The units gains Strider .The bearer’s unit gains Strider.

Aether Icon

max 3 per Army

The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.

Banner of Discipline

max 3 per Army

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

Flaming Standard

max 3 per Army

One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.

Banner of the Relentless Company

max 3 per Army

One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.

Legion Standard

max 3 per Army

A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.

Racial Trait Spell

Casting Type Duration Effect
H The Awakened Swarm The range of this spell can be measured from the Caster or from any friendly Tunnel Marker on the Battlefield. Summon a Rat Swarm (profile below) on the targeted point.
Mf (12"){18"}+ Ground
Range (5+){7+}
Instant
The range of this spell can be measured from the Caster or from any friendly Tunnel Marker on the Battlefield. Summon a Rat Swarm (profile below) on the targeted point.

Army Organisation

Characters

Characters

  • Max 40 % pts
Core

Core

  • Min 25 % pts
Special

Special

  • No limit
Tunnel Gunners

Tunnel Gunners

  • Max 30 % pts
Bread and Games

Bread and Games

  • Max 25 % pts
Characters
Characters

Ruinous Dictator

445pts
single model
Height:Gigantic
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
7" 14" 6
Defensive PŻ Obr Wy Zb
7 4 5 2
Offensive Ata Ofe S PP Zr
Ruinous Dictator 4 4 5 4 8
Ruinous Dictator:

Magic options

free

Command group options

free
Constraints (1)
Max one General by Army Max 1 selections

Options

free
20 pts
30 pts
free
20 pts
25 pts
Characters

Vermin Senator

125pts
single model
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 7
Defensive PŻ Obr Wy Zb
3 3 3 0
Offensive Ata Ofe S PP Zr
Vermin Senator 2 3 3 0 4
Vermin Senator:

Enchantment options

60 pts
15 pts
160 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts
100 pts
70 pts
50 pts

(foot only)

50 pts
Modifiers (1)
When Senatorial Litter is selected
Hide this entry
40 pts
15 pts

Artefacts

70 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
55 pts
50 pts
50 pts
50 pts
50 pts
45 pts
45 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
40 pts
35 pts
35 pts

(foot only)

35 pts
Modifiers (1)
When Senatorial Litter is selected
Hide this entry
30 pts
30 pts

(foot only)

30 pts
Modifiers (1)
When Senatorial Litter is selected
Hide this entry
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
10 pts
10 pts

Command group options

free
Constraints (1)
Max one General by Army Max 1 selections

Options

up to 200 pts

Mount options

Constraints (2)
Select at most one mount option Max 1 selections per parent
Select at least one mount option Min 0 selections per parent
Modifiers (1)
When all of
  • · Orator's Toga is selected
  • · Orator's Toga is selected
  • · Plague-Hermit's Blessing is selected
  • · Plague-Hermit's Blessing is selected
  • · Ranger's Boots is selected
  • · Ranger's Boots is selected
Set Select at most one mount option to 0 selections
55 pts
Characters

Bloodfur Legate

115pts
single model
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 6
Defensive PŻ Obr Wy Zb
3 4 4 0
Offensive Ata Ofe S PP Zr
Bloodfur Legate 4 5 4 1 6
Bloodfur Legate:

Enchantment options

100 pts
70 pts
50 pts
40 pts
35 pts
15 pts
160 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts

Artefacts

70 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
55 pts
50 pts
50 pts
45 pts
45 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
40 pts
35 pts
35 pts

(foot only)

35 pts
Modifiers (2)
When Praetorian Brute is selected
Hide this entry
When Triumphal Platform is selected
Hide this entry
30 pts
30 pts

(foot only)

30 pts
Modifiers (2)
When Praetorian Brute is selected
Hide this entry
When Triumphal Platform is selected
Hide this entry
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
10 pts
10 pts

Command group options

free
Constraints (1)
Max one General by Army Max 1 selections
50 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
55 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
20 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force

Options

up to 200 pts
5 pts
55 pts

(foot only)

15 pts
Modifiers (2)
When Praetorian Brute is selected
Hide this entry
When Triumphal Platform is selected
Hide this entry
5 pts
15 pts
5 pts
65 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts
10 pts
65 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts
10 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts

Mount options

Constraints (2)
Select at least one mount option Min 0 selections per parent
Select at most one mount option Max 1 selections per parent
Modifiers (1)
When all of
  • · Orator's Toga is selected
  • · Ranger's Boots is selected
  • · Willow's Ward is selected
Set Select at most one mount option to 0 selections
70 pts
310 pts
Characters

House Prefect

80pts
single model
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
2 3 3 0
Offensive Ata Ofe S PP Zr
House Prefect 2 4 3 0 4
House Prefect:

Enchantment options

55 pts

(foot only)

15 pts
Modifiers (1)
When Praetorian Brute is selected
Hide this entry
160 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts
100 pts
70 pts
50 pts
40 pts
35 pts
15 pts

Artefacts

70 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
55 pts
50 pts
50 pts
50 pts
50 pts
45 pts
45 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
40 pts
35 pts
35 pts

(foot only)

35 pts
Modifiers (1)
When Praetorian Brute is selected
Hide this entry
30 pts
30 pts

(foot only)

30 pts
Modifiers (1)
When Praetorian Brute is selected
Hide this entry
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
10 pts
10 pts

Command group options

free
Constraints (1)
Max one General by Army Max 1 selections

Options

free
Constraints (1)
Max Units Max 2 selections per force
20 pts
Constraints (1)
Max Units Max 2 selections per force
30 pts
Constraints (1)
Max Units Max 2 selections per force
30 pts
Constraints (1)
Max Units Max 2 selections per force
up to 75 pts
free
60 pts
15 pts
10 pts
Constraints (1)
Max ItemByArmy Max 18 models per force
Modifiers (1)
When Rakachit Technocrat is selected
Show this entry
20 pts
Constraints (1)
Max ItemByArmy Max 12 models per force
Modifiers (1)
When Rakachit Technocrat is selected
Show this entry
30 pts
Constraints (1)
Max ItemByArmy Max 9 models per force
Modifiers (1)
When Skorchit Alchemist is selected
Show this entry
40 pts
Constraints (1)
Max ItemByArmy Max 9 models per force
Modifiers (1)
When Skorchit Alchemist is selected
Show this entry

Mount options

Constraints (2)
Select at most one mount option Max 1 selections per parent
Select at least one mount option Min 0 selections per parent
Modifiers (1)
When all of
  • · Orator's Toga is selected
  • · Ranger's Boots is selected
  • · Willow's Ward is selected
Set Select at most one mount option to 0 selections
55 pts
Modifiers (1)
When Fetthis Fleshmaster is selected
Show this entry
Characters

Swarm Priest

105pts
single model
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
2 2 3 0
Offensive Ata Ofe S PP Zr
Swarm Priest 1 2 3 0 4
Swarm Priest:

Enchantment options

160 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts

Magic options

95 pts
free
free
Modifiers (1)
When Caelysian Pantheon is selected
Hide this entry
free
Modifiers (1)
When Caelysian Pantheon is selected
Show this entry

Artefacts

75 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
70 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
55 pts
50 pts
50 pts
50 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
45 pts
Constraints (1)
Max ItemByModel Max 1 selections per parent
40 pts
35 pts
35 pts
35 pts

(foot only)

35 pts
Modifiers (1)
When Sacred Platform is selected
Hide this entry
30 pts

(foot only)

30 pts
Modifiers (1)
When Sacred Platform is selected
Hide this entry
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
10 pts
10 pts

Command group options

free
Constraints (1)
Max one General by Army Max 1 selections

Options

free
10 pts
65 pts
50 pts
50 pts
50 pts
45 pts
35 pts
20 pts
20 pts
15 pts
20 pts
up to 100 pts
5 pts
100 pts
70 pts
50 pts

(foot only)

50 pts
Modifiers (1)
When Sacred Platform is selected
Hide this entry
40 pts
15 pts

Mount options

Constraints (2)
Select at most one mount option Max 1 selections per parent
Select at least one mount option Min 0 selections per parent
Modifiers (1)
When all of
  • · Orator's Toga is selected
  • · Orator's Toga is selected
  • · Plague-Hermit's Blessing is selected
  • · Plague-Hermit's Blessing is selected
  • · Ranger's Boots is selected
  • · Ranger's Boots is selected
Set Select at most one mount option to 0 selections
260 pts
free

(models with Cult of Errahman only)

45 pts
Characters

Duskblade Assassin

125pts
single model
Max 3 Units by Army (Army Organisation)
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
2 5 3 0
Offensive Ata Ofe S PP Zr
Duskblade Assassin 2 5 4 3 8
Characters

Mount Praetorian Brute

single model
Max 3 Units by Army (Army Organisation)
Height:Large
Type:Infantry
Base:40x40
Global Szar Mar Dys Model Rules
6" 12" C
Defensive PŻ Obr Wy Zb
3 C 5 C+1
Offensive Ata Ofe S PP Zr
Praetorian Brute 4 3 5 2 4
Praetorian Brute:
Characters Bread and Games

Mount Triumphal Platform

single model
Height:Gigantic
Type:Construct
Base:80x80
Global Szar Mar Dys Model Rules
5" 10" C+1
Defensive PŻ Obr Wy Zb
8 1 5 4
Offensive Ata Ofe S PP Zr
Praetorian Brute(3) 4 3 5 2 4
Chassis 5 2
Praetorian Brute:
Characters

Mount Sacred Platform

single model
Max 2 Units by Army (Army Organisation)
Height:Gigantic
Type:Construct
Base:60x100
Global Szar Mar Dys Model Rules
5" 10" C
Defensive PŻ Obr Wy Zb
7 1 5 2
Offensive Ata Ofe S PP Zr
Acolyte(8) 1 2 3 0 3
Chassis 5 2

Options

free
Constraints (1)
Max ItemByArmy Max 1 models per force

(models with Cult of Errahman only)

45 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
Characters

Mount Praetorian Palanquin

single model
Max 3 Units by Army (Army Organisation)
Height:Large
Type:Infantry
Base:40x40
Global Szar Mar Dys Model Rules
6" 12" C
Defensive PŻ Obr Wy Zb
3 C 5 C
Offensive Ata Ofe S PP Zr
Praetorian Palanquin 3 2 5 2 4
Praetorian Palanquin:
Core
Core

Vermin Velites

130pts + 5 pts/extra model
15-30 models
Max 3 Units by Army (Army Organisation)
Max 30 models per parent
Min 15 models per parent
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
1 2 2 0
Offensive Ata Ofe S PP Zr
Vermin Velite 1 3 3 0 4

Command group options

10 pts
10 pts
25 pts

Options

free
1 pts/mod.
Constraints (1)
Max Models by army Max 30 selections per force
Core

Vermin Legionaries

175pts + 6 pts/extra model
25-60 models
Max 60 models per parent
Min 25 models per parent
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
1 2 2 0
Offensive Ata Ofe S PP Zr
Vermin Legionary 1 3 3 0 4
Vermin Legionary:

Command group options

10 pts
10 pts
25 pts
no limit
55 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
20 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force

Options

free
Core

Blackfur Veterans

225pts + 13 pts/extra model
25-50 models
Max 50 models per parent
Min 25 models per parent
Max 120 Modele na Armię (Army Organisation)
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 6
Defensive PŻ Obr Wy Zb
1 3 2 0
Offensive Ata Ofe S PP Zr
Blackfur Veteran 1 4 3 0 5

Command group options

10 pts
10 pts
25 pts
no limit
55 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
20 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force

Options

free
Constraints (1)
Max ItemByArmy Max 1 models per force
Special
Special

Shadowfur Stalkers

130pts + 9 pts/extra model
10-15 models
Max 15 models per parent
Min 10 models per parent
Max 30 Modele na Armię (Army Organisation)
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
1 3 2 0
Offensive Ata Ofe S PP Zr
Shadowfur Stalker 1 3 3 2 5
Shadowfur Stalker:

Command group options

10 pts
10 pts

Options

free
Constraints (1)
Max Units Max 2 selections per force
1 pts/mod.
Special

Plague Disciples

225pts + 10 pts/extra model
20-40 models
Max 40 models per parent
Min 20 models per parent
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
1 2 3 0
Offensive Ata Ofe S PP Zr
Plague Disciple 2 2 3 0 3
Plague Disciple:

Command group options

10 pts
10 pts
10 pts
no limit
55 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
20 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force

Options

free
1 pts/mod.
Special

Murmillo Brutes

250pts + 65 pts/extra model
3-6 models
Max 3 Units by Army (Army Organisation)
Max 6 models per parent
Min 3 models per parent
Max 24 Modele na Armię (Army Organisation)
Height:Large
Type:Infantry
Base:50x50
Global Szar Mar Dys Model Rules
6" 12" 6
Defensive PŻ Obr Wy Zb
3 4 5 0
Offensive Ata Ofe S PP Zr
Murmillo Brute 3 3 5 2 4
Murmillo Brute:

Command group options

10 pts
10 pts
25 pts
no limit
55 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
50 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 1 models per force
40 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
35 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
20 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force
10 pts
Constraints (1)
Max ItemByArmy Max 3 models per force

Options

free
Constraints (1)
Max ItemByArmy Max 18 models per force
5 pts/mod.
10 pts/mod.
Constraints (1)
Max ItemByArmy Max 9 models per force
15 pts/mod.
Constraints (1)
Max ItemByArmy Max 12 models per force
20 pts/mod.
Constraints (1)
Max ItemByArmy Max 9 models per force
Special

Legionary Drill Team

80pts
single model
Max 2 Units by Army (Army Organisation)
Height:Standard
Type:Infantry
Base:40x40
Global Szar Mar Dys Model Rules
5" 10" 5
Defensive PŻ Obr Wy Zb
4 2 3 3
Offensive Ata Ofe S PP Zr
Legionary Drill Team 6 3 4
Legionary Drill Team:
Tunnel Gunners
Tunnel Gunners

Ignifier Grenadiers

115pts + 12 pts/extra model
5-10 models
Max 3 Units by Army (Army Organisation)
Max 10 models per parent
Min 5 models per parent
Height:Standard
Type:Infantry
Base:20x20
Global Szar Mar Dys Model Rules
5" 10" 6
Defensive PŻ Obr Wy Zb
1 3 3 0
Offensive Ata Ofe S PP Zr
Ignifier Grenadier 1 4 3 0 4
Ignifier Grenadier:
Tunnel Gunners

Experimental Weapon Teams

120pts + 35 pts/extra model
3-6 models
Max 3 Units by Army (Army Organisation)
Max 6 models per parent
Min 3 models per parent
Height:Standard
Type:Infantry
Base:25x50
Global Szar Mar Dys Model Rules
5" 8" 5
Defensive PŻ Obr Wy Zb
3 2 2 0
Offensive Ata Ofe S PP Zr
Exp. Weapon Team 2 2 3 0 4
Exp. Weapon Team:

Options

free
Constraints (1)
Max ItemByArmy Max 18 models per force
15 pts/mod.
Constraints (1)
Max ItemByArmy Max 12 models per force
20 pts/mod.
Constraints (1)
Max ItemByArmy Max 9 models per force
25 pts/mod.
Constraints (1)
Max ItemByArmy Max 9 models per force
Tunnel Gunners

Vermin Artillery

190pts
single model
Max 4 Units by Army (Army Organisation)
Height:Large
Type:Construct
Base:75
Global Szar Mar Dys Model Rules
5" 5" 5
Defensive PŻ Obr Wy Zb
4 1 4 0
Offensive Ata Ofe S PP Zr
Crew 3 3 3 0 4

Options

free
Constraints (1)
Max Units Max 3 selections per force
20 pts
Constraints (1)
Max Units Max 2 selections per force
Bread and Games
Bread and Games

Dreadmill Chariots

115pts + 95 pts/extra model
1-3 models
Max 2 Units by Army (Army Organisation)
Max 3 models per parent
Min 1 models per parent
Height:Large
Type:Construct
Base:50x100
Global Szar Mar Dys Model Rules
7" 7" 6
Defensive PŻ Obr Wy Zb
3 2 4 3
Offensive Ata Ofe S PP Zr
Dreadmill Driver 1 2 3 0 4
Chassis 5 2 4
Bread and Games

Verminous Giant

260pts
single model
Max 3 Units by Army (Army Organisation)
Height:Gigantic
Type:Infantry
Base:50x75
Global Szar Mar Dys Model Rules
7" 14" 7
Defensive PŻ Obr Wy Zb
7 3 5 1
Offensive Ata Ofe S PP Zr
Verminous Giant 5 3 5 2 3
Verminous Giant:

Options

25 pts
free
15 pts
35 pts