Undying Dynasties

Undying Dynasties

Correspondence of translations with another language

军队使用的规则和装备

ZH EN
AmbushopenTerrain
AmbushopenTerrain
Giant Aspis Bow
Giant Aspis Bow
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Sacred Ark
Learned Spells cast by friendly Wizards within~12 of one or more models with gain +6~Range (Aura spells gain +3~Range instead).
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Tomb Architect
At the beginning of Vanguard Units (Battle Setup, step~3.F), and at the start of each friendly Player Turn, choose a friendly unit containing Statue within~18: all models with Statue in that unit gains Regeneration (5+). Duration: One Turn.
Deathless Noble
The model gains , Disciplined.
Deathless Noble
The model gains , Disciplined.
Aspis Arrows
Aspis Arrows
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
Legion Charioteers
The model loses Light Troops.
Legion Charioteers
The model loses Light Troops.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
Autonomous
Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of Commanding Presence of any friendly models.
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.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
Scales of Destiny
The model gains Hierophant and Wizard Apprentice with access to Cosmology, Divination, Evocation.
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.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry. Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
Charnel Catapult
Charnel Catapult
Chariot of Nephet-Râ
Chariot of Nephet-Râ
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.
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Commander of the Terracotta Army
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
Wizard Conclave#1~(#1)
This is just invisible text for proper layout display\ of spellcasters may join in mystic communion to enhance their magical abilities. Through close collaboration, they become formidable forces on the battlefield.\ is just invisible text for proper layout display The unit knows X~different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2~or more, it also gains Channel (1). The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details. referenceonly Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell. If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster. For the purpose of Primary\- and Secondary Objectives treat the entire unit as a Caster. referenceonly
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.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Curse of Phatep
Spells cast by this unit gains +12~Range.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Death is Only the Beginning
Each time this model successfully casts a Learned Spell of Type Augment, Universal, choose one of the following effects, for a single targeted friendly unit: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. A single model in the target Recovers a number of HP equal to its Resurrected value. itemize This effect cannot be applied more than twice on the same Health Pool in each Magic Phase.
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
Dust to Dust
At the end of each of your Player Turns, if there are no friendly models with Hierophant on the Battlefield, each unit containing loses X~HP, where X is equal to half their Resurrected value (rounding fractions up). These hits can only be allocated onto models with .
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.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
In Your Name
The model benefits from Fury while a Pharaoh or Nomarch is joined to its unit.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Ensouled Statue
Units entirely with reduce by~1 the number of HP lost due to , Un\-stable.
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
Eternal Guardian
Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).
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.
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
Ghastly Swarm
The model’s Resurrected value is set to~1, and it gains Spirit, Aegis (5+), Aegis (3+ against non-Magical Attacks), Ghost Step, Magical Attacks, and loses Skirmisher, Hard Target (1).
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.
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Lord of the Barrow Legion
The model gains , and a Pharaoh must be the General. Other units in the Army List must be upgraded with .
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Soul Conduit
If the Death Cult Hierarch’s chosen Path of Magic is: itemize Evocation: whenever the model casts a Spell of Type Augment, Universal on a friendly unit, you may activate on any friendly unit within~18 of the model instead of one of the units the spell was cast on. Any other Path of Magic: the model knows Whispers of the Veil (Evocation) in addition to its other spells. itemize
Petrifying Gaze
Petrifying Gaze
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
Tomb Harbinger
The model part gains Fury, Lethal Strike. In addition, it counts as a Rank-and-File model for the purposes of .
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.
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .
Undying Will
Rank-and-File model parts with Skeleton in units containing gain +2~Def, +2~Off, Magical Attacks,Lethal Strike, and replace their Shooting Weapons’ Aim with~(4+). Model parts with Mount are not affected by .

军队可用的魔法物品

ZH 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.
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.
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).
Blessed Wrappings
The wearer gains +1~HP and loses one instance of Weakness (Flaming 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.
Jackal’s Blessing
+2~HP, Regeneration (5+).
Jackal’s Blessing
+2~HP, Regeneration (5+).
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
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
Book of the Dead
The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant. Choose one of the following effects for each target: itemize[leftmargin=*] The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value. One model in the target Recovers a number of HP equal to its Resurrected value. itemize
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.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
Sandstorm Cloak
The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.
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).
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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).
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Crown of the Pharaohs
At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.
Death Mask of Teput
Aegis (5+), Horror.
Death Mask of Teput
Aegis (5+), Horror.
Sun’s Embrace
Dis\-trac\-ting (1).
Sun’s Embrace
Dis\-trac\-ting (1).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
Scourge of Kings
Attack Value is set to~6, Zeal (against Characters).
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.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Godslayer
+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)). Note that the latter also applies towards models with Aegis Saves with conditional applications.
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
Kherp Sceptre
The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).
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.
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
Scroll of Desiccation
One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.
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).
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Scroll of Power
One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
Spell Scroll#1{}{~(#1)}
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 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.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.
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).

军队可用的魔法旗帜

ZH EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
Banner of the Entombed
undergroundambushThe bearer counts towards Entombed. If taken by a Character, the bearer gains . If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.
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
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
Envoy’s Banner
All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.
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.
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.
Sigil of the Closed Gates
The bearer’s unit gains +1~Mob and Ghost Step.

军队的单位

ZH EN
Pharaoh
Pharaoh
Nomarch
Nomarch
Death Cult Hierarch
Death Cult Hierarch
Skeletal Horse
Skeletal Horse
Skeleton Chariot
Skeleton Chariot
Amuut
Amuut
Ark of Ages
Ark of Ages
Sha Guardian
Sha Guardian
Skeleton Warriors
Skeleton Warriors
Skeleton Archers
Skeleton Archers
Skeleton Cavalry
Skeleton Cavalry
Skeleton Scouts
Skeleton Scouts
Skeleton Chariots
Skeleton Chariots
Necropolis Guard
Necropolis Guard
Tomb Cataphracts
Tomb Cataphracts
Shabtis
Shabtis
Shabti Archers
Shabti Archers
Great Vultures
Great Vultures
Scarab Swarms
Scarab Swarms
Sand Stalkers
Sand Stalkers
Casket of Phatep
Casket of Phatep
Charnel Catapult
Charnel Catapult
Sand Scorpion
Sand Scorpion
Battle Sphinx
Battle Sphinx
Dread Sphinx
Dread Sphinx
Tomb Reapers
Tomb Reapers
Colossus
Colossus