Correspondence of translations with another language
| RU | EN |
|---|---|
|
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
|
|
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
|
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
|
|
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
|
Big Game Hunters
The attack gains +1 to hit and always wounds on at least~4+ when allocated towards a Health Pool of Height~4-5.
|
|
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
|
Elven Cloak
For Shooting Attacks allocated against a Health Pool with a to-hit roll of ‘1’, ‘2’, or ‘3’ is always considered a miss, instead of the usual ’1’.
|
|
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
|
Heath Hunters
The model gains Feigned Flight, Hit and Run, Light Troops, Van\-guard~Mob), and the model part gains a Light Lance and a ~(3+).
|
|
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
|
Clearing Spirits
The model gains Hard Target (1), Light Troops, Skirmisher.
|
|
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
Lethal Strike#1~(#1)
If an attack with Lethal Strike wounds with a to-wound roll of~6, its Armour Penetration is always~10, and [regeneration]Regeneration Saves cannot be taken against it.
|
|
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
|
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
|
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
|
|
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat.
itemize
Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks.
Dance of Biting Wind: +1~AP and Lethal Strike
Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+)
Dance of Whirling Blades: +1~Att
itemize
The unit cannot choose a specific Dance again until after one or both of the following has happened:
itemize
The unit is not Engaged in Combat.
The unit has chosen a different Dance.
itemize
|
Dances of Cenyrn
During Combat Choices, a unit entirely with must choose one of the following Dances. Model parts with Elf in the unit gain the associated effects, with Duration: Round of Combat.
itemize
Dance of Bedevilments: Afflict (1~Dis), and enemy units in contact cannot claim Combat Score bonus from their Proper Ranks.
Dance of Biting Wind: +1~AP and Lethal Strike
Dance of the Parting Mists: 1~Str, 1~AP, and Aegis (3+)
Dance of Whirling Blades: +1~Att
itemize
The unit cannot choose a specific Dance again until after one or both of the following has happened:
itemize
The unit is not Engaged in Combat.
The unit has chosen a different Dance.
itemize
|
|
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
|
|
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies.
A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
|
Elven Finesse
Prioritising graceful styles and benefiting from the training and experience of their long lives, elven soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise strikes grant them a mastery that can appear almost supernatural to their enemies.
A model part with this Attack Attribute attacking with a Great Weapon strikes at 1~Agility instead of always at Agility~0.
|
|
Poisoned Thorn
|
Poisoned Thorn
|
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
|
|
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
|
Forest Dweller
If a unit entierly with is within~3 of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.
|
|
Foreststhorns
|
Foreststhorns
|
|
Heath Lancers
The model gains a Shield and the model part gains a Lance.
|
Heath Lancers
The model gains a Shield and the model part gains a Lance.
|
|
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
|
Herald of Sura
The model’s unit gains Magical Attacks, Stri\-der.
|
|
Sylvan Blades
Paired Weapons, +1~AP.
|
Sylvan Blades
Paired Weapons, +1~AP.
|
|
Spear
|
Spear
|
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
|
|
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
itemize
|
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
itemize
Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
itemize
|
|
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X].
enumerate
Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with .
Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature.
enumerate
|
Tree Singing
Once in your Magic Phase, immediately after Excess Magic, a single model with can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X].
enumerate
Choose a Forest not in contact with any unit and within~8 [24] of a friendly model with .
Move this Forest in a straight line up to~4 [12], or until just before moving into contact with any unit or Terrain Feature.
enumerate
|
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
|
| RU | EN |
|---|---|
|
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
|
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
|
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
|
|
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
|
Bough of Wyscan
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
|
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
|
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
|
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
|
|
Touch of Greatness
+1~Str, +1~AP.
|
Touch of Greatness
+1~Str, +1~AP.
|
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
|
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
|
|
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
|
Shielding Bark
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
|
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
|
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
|
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
|
|
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
|
Horn of the Wild Hunt
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
|
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
|
Supernatural Dexterity
+3~Def and +3~Off.
|
Supernatural Dexterity
+3~Def and +3~Off.
|
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
Eldritch Inscriptions
First Strike (Hatred, Zeal).
|
|
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
|
Spirit of the Whirlwind
+1~Att, +1~Str, and +1~ AP.
|
|
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
|
Spirit Arrows
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
|
|
Oaken Might
+3~Str.
|
Oaken Might
+3~Str.
|
|
Ghostly Guard
+2~Arm against non-Magical Attacks.
|
Ghostly Guard
+2~Arm against non-Magical Attacks.
|
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
|
|
Glyph of Amryl
The bearer gains +3~Def.
|
Glyph of Amryl
The bearer gains +3~Def.
|
|
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
|
Sacred Seeds
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
|
|
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
itemize[noitemsep,wide=0pt, leftmargin= + 2]
Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
itemize
cannot benefit from .
|
Hail Shot
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
itemize[noitemsep,wide=0pt, leftmargin= + 2]
Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
itemize
cannot benefit from .
|
|
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
|
Hunter’s Honour
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
|
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
|
|
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model:
enumerate[noitemsep,wide=0pt, leftmargin= + 2]
Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
enumerate
If the unit cannot be placed, it is removed as a casualty where it was removed.
|
Mist Walker’s Mirror
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model:
enumerate[noitemsep,wide=0pt, leftmargin= + 2]
Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
enumerate
If the unit cannot be placed, it is removed as a casualty where it was removed.
|
|
Obsidian Rock
Magic Resistance (2).
|
Obsidian Rock
Magic Resistance (2).
|
|
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
|
Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
|
|
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
|
Scroll of a Free Mind
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
|
|
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
|
Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
|
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
|
|
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
|
Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
|
|
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
|
Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
|
|
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
|
Song of Cenyrn
One use only. Duration: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
|
|
Talisman of Shielding
Aegis (5+).
|
Talisman of Shielding
Aegis (5+).
|
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
|
Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
|
| RU | EN |
|---|---|
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
Aether Icon
The bearer’s unit gains Magic Resistance (1).
|
|
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
|
Rending Banner
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
|
|
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
|
Banner of Deception
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
|
|
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
|
Banner of Silent Mist
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
|
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
|
|
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
|
Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
|
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
Stalker’s Standard
The bearer’s unit gains Stri\-der.
|
|
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
|
Predator Pennant
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
|