Infernal Dwarves

Infernal Dwarves

Correspondence of translations with another language

Regole e Equipaggiamenti utilizzati dall'esercito

IT EN
Full Steam Ahead!
Full Steam Ahead!
Aggregato#1~(#1)
This model must be Deployed inside a unit containing a Ranghi-e-File model, and cannot voluntarily leave its unit.
Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Infernal Armour
The model gains Resistance (Flaming Attacks).
Infernal Armour
The model gains Resistance (Flaming Attacks).
Avanguardia#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. Modelli Aggregabili cannot leave a unit as part of the Vanguard Move. itemize If both players have units entirely with Avanguardia), they alternate moving their units one by one, starting with the unit the Defender has given Avanguardia) (3) to. Un’unità che inizia la partita fuori dalla sua Zona di Schieramento non può dichiarare una Carica nel primo Turno del Giocatore del primo Turno di Gioco.
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.
Vassal Slingshot
Vassal Slingshot
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
Scudo
A model with Shield is considered to be using a Scudo at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon. A model using a Scudo gains +1~Arm. In addition, any Height~1-3 model using a Arma Bianca while using a Scudo gains Parata. Note: Scudo provides no benefit against Melee Attacks when using a A Due Mani Melee Weapon . ) provide modifiers to Defensive Characteristics, their effects do not apply to a Personaggio on a mount that has its own Abilità Difensiva or Armature Equipaggiate.
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.
Rock Crusher
The Chassis’s Strength is set to~6, and its Armour Penetration is set to~3.
Rock Crusher
The Chassis’s Strength is set to~6, and its Armour Penetration is set to~3.
Higher Calibre
The Range of the model’s Shooting Weapon is doubled. Enemy units hit by the weapon suffer 1~Charge Speed and 1~Mobility, both to a minimum of~3, with Duration: One Turn.
Higher Calibre
The Range of the model’s Shooting Weapon is doubled. Enemy units hit by the weapon suffer 1~Charge Speed and 1~Mobility, both to a minimum of~3, with Duration: One Turn.
Chained Together
The model’s unit may never voluntarily change its number of files. After performing a March Move, the unit loses 1D6~HP.
Chained Together
The model’s unit may never voluntarily change its number of files. After performing a March Move, the unit loses 1D6~HP.
Keys to the Citadel
The model must buy Weapon Enchantments for two of its mundane weapons. The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.
Keys to the Citadel
The model must buy Weapon Enchantments for two of its mundane weapons. The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.
Conclave di Maghi#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 Incanalare (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
Defy Death
Melee Attacks against the model can never wound on better than~4+.
Defy Death
Melee Attacks against the model can never wound on better than~4+.
Riddle of the Lamassu
During the opponent’s Pre-game~Selections, the opponent must choose Power or Wisdom. itemize Power: the model gains Channel (1). Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker. itemize
Riddle of the Lamassu
During the opponent’s Pre-game~Selections, the opponent must choose Power or Wisdom. itemize Power: the model gains Channel (1). Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker. itemize
Volcanic Embrace#1~(#1)
The model part gains Grind Attack) (X, AP~4, Flaming Attacks, Magical Attacks, Unmodifiable, Zeal (towards Metal Armour)). These hits always wound on a~4+.
Volcanic Embrace#1~(#1)
The model part gains Grind Attack) (X, AP~4, Flaming Attacks, Magical Attacks, Unmodifiable, Zeal (towards Metal Armour)). These hits always wound on a~4+.
Firing Platform
Shooting Attacks against the model’s unit are all resolved against the . In addition, as long as the unit has at least one Proper Rank, apply the following to all models in the Infernal Bastion's unit when they are shooting or casting spells: itemize Those models may draw Line of Sight as if they were Height~5, and from any point of the ’s Front Facing. They may measure their range from the . A maximum of 20~models can shoot from the unit. They can shoot regardless of the rank they are positioned in. itemize
Firing Platform
Shooting Attacks against the model’s unit are all resolved against the . In addition, as long as the unit has at least one Proper Rank, apply the following to all models in the Infernal Bastion's unit when they are shooting or casting spells: itemize Those models may draw Line of Sight as if they were Height~5, and from any point of the ’s Front Facing. They may measure their range from the . A maximum of 20~models can shoot from the unit. They can shoot regardless of the rank they are positioned in. itemize
Flames of Vengeance
Breath Attack (Str~4, AP~0, Flaming Attacks,Divine Attacks,Magical Attacks)
Flames of Vengeance
Breath Attack (Str~4, AP~0, Flaming Attacks,Divine Attacks,Magical Attacks)
Oil Flasks
After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.
Oil Flasks
After resolving all simultaneous attacks, any unit hit by at least one attack with Oil Flasks gains an Incendiary Marker.
Volo
Units entirely with Fly ignore Tipologie di Terreno, 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 Tipologie di Terreno 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.
Infernal Lash
+2~Agi. Once per Melee Phase, during Combat Choices in a combat within~6 of the wielder, you may activate the following ability: Select a single friendly unit within~6 of the wielder (which can be the wielder itself). The selected unit gains Flaming Attacks, Magical Attacks. Duration: One Phase.
Infernal Lash
+2~Agi. Once per Melee Phase, during Combat Choices in a combat within~6 of the wielder, you may activate the following ability: Select a single friendly unit within~6 of the wielder (which can be the wielder itself). The selected unit gains Flaming Attacks, Magical Attacks. Duration: One Phase.
Giant See, Giant Do
The model gains , Commanding Presence (12, Insignificant), First Strike (Stubborn).
Giant See, Giant Do
The model gains , Commanding Presence (12, Insignificant), First Strike (Stubborn).
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Vassal Governor
Friendly units entirely with Vassal within~12 of one or more models with gain +1~Mobility.
Vassal Governor
Friendly units entirely with Vassal within~12 of one or more models with gain +1~Mobility.
Truppe Leggere
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 Mobilità Note: this rule has no effect on other Move Manoeuvres, including March Moves A unit containing Truppe Leggere is always considered to have zero Ranghi Adeguati; ignore Modelli Aggregabili with Truppe Leggere joined to a unit for this purpose, unless the unit consists of only Modelli Aggregabili.
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.
Unbranded
The model cannot take any Army Specific Magic Items, and can never cast .
Unbranded
The model cannot take any Army Specific Magic Items, and can never cast .
Tower Shield
The model gains +1~Arm, Parry, Hard Target (1).
Tower Shield
The model gains +1~Arm, Parry, Hard Target (1).
Walking Earthquake
The models Mobility is set to~7 and it gains Swift\-stride,D3+1.
Walking Earthquake
The models Mobility is set to~7 and it gains Swift\-stride,D3+1.
Solitario
Units containing Solitario can never join other units, and can never be joined by other models. Note: if a model has both Solitario, Aggregato, 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.
Theocratic Litigators
The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells. This Magic Resistance value cannot be increased.
Theocratic Litigators
The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells. This Magic Resistance value cannot be increased.
Walking Volcano
The model gains 2.
Walking Volcano
The model gains 2.

Oggetti magici utilizzabili dall'esercito

IT EN
Ammazzagiganti
Attacco Distruttivo. Questo Attacco Distruttivo ottiene +1 a colpire contro modelli di Altezza~5.
Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Ring of Desiccation
During Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.
Ring of Desiccation
During Combat Choices, each enemy unit in contact with the wearer’s model gains an Incendiary Marker.
Chiamata del Destino
Egida (4+), e l’Arm del modello è fissata a~3. Nota che ciò significa che l’Armatura non può essere migliorata oltre il~3. É comunque influenzata dalla Penetrazione dell’Armatura.
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.
Sigillo Elementale
I Tiri Armatura e i Tiri di Rigenerazione ed Egida effettuati con successo contro gli attacchi fatti con quest’arma devono essere ritirati.
Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Vespertino
Il portatore deve ripetere i propri Tiri Armatura falliti. Il portatore fallisce automaticamente i propri Tiri Egida e Rigenerazione, a prescindere dal fatto che stia Usando lo Scudo o meno.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
Baluardo dell’Unità
Aggregato, che non può essere perso, e Resistenza (Attacchi da Mischia).
Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
Barlume di Grandezza
+1 For, +1 Pen
Touch of Greatness
+1~Str, +1~AP.
Infusione di Basalto
+1~Armature Equipaggiate, Egida (3+, contro Attacchi Infuocati) e il portatore fallisce automaticamente tutti i propri Tiri Rigenerazione.
Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Pergamena di Costrizione
Un solo uso. Durata: Una Fase Attivazione: In qualsiasi momento durante la fase Incanalare il Velo dell’avversario (Fase Magica, Step 2). Quando viene attivata, scegli un Incantatore e seleziona uno dei suoi Incantesimi (Appresi o Infusi): l’Incantatore scelto non può lanciare volontariamente l’istanza selezionata di questo incantesimo in questa Fase Magica. Quindi se un incantatore ha lo stesso incantesimo più di una volta, solo una singola istanza di questo non potrà essere lanciata e ciò non ha effetto su Contrattempo Magico
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
Blaze of Protection
The bearer’s Armour Equipment value is set to~6. At the end of Agility Step~0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers one hit with Str~4, AP~0, Magical Attacks, Flaming Attacks, Unmodifiable.
Blaze of Protection
The bearer’s Armour Equipment value is set to~6. At the end of Agility Step~0, each enemy model in contact with the bearer’s model that could have allocated attacks towards it, but chose not to, suffers one hit with Str~4, AP~0, Magical Attacks, Flaming Attacks, Unmodifiable.
Breath of the Brass Bull
The bearer’s model gains +1~HP and First Strike (Grind Attack)) (X, Magical Attacks, Toxic Attacks)}. X is equal to the number of models in contact with the bearer’s unit’s Front Facing.
Breath of the Brass Bull
The bearer’s model gains +1~HP and First Strike (Grind Attack)) (X, Magical Attacks, Toxic Attacks)}. X is equal to the number of models in contact with the bearer’s unit’s Front Facing.
Decotto del Drago
Un solo uso. Durata: Fine del Turno Attacco a Soffio (For~4, Pen~1, Attacchi Infuocati, Resistere e Tirare).
Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
Frantumascudi
+6~Pen.
Shield Breaker
+6~AP.
Mantello dell’Imitazione
Resta Dietro. Il modello del portatore perde Determinato, Guardia del Corpo, non può guadagnarli in alcun modo e si considera che non rispetti mai i requisiti di Guardia del Corpo. In più, il modello non può effettuare alcun Attacco di Supporto.
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.
Cimelio Magico
Il portatore conosce l’Incantesimo Ereditario del proprio Libro dell’Esercito in aggiunta ai suoi altri incantesimi (non può sceglierlo durante la Selezione degli Incantesimi e non può sostituirlo né perderlo in altro modo).
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).
Cuore dell’Eroe
+1~\AttackValueInitials, e sempre almeno \StrengthInitials~5 e AP{}~2.
Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Corona del Re Mago
Durante le Scelte Pre-Partita, determina casualmente un Sentiero di Magia (fra tutti i dieci Sentieri presenti in questo libro). Il portatore è un Wizard Apprentice che usa tale Sentiero casuale e non può Sostituire alcun incantesimo. Il portatore non può acquistare Oggetti Magici, né qualsiasi altra opzione aggiuntiva riservata ai Maghi (o ai Maghi di qualsiasi tipo).
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).
Lugar’s Dice
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. This cannot be used for Crush Attacks.
Lugar’s Dice
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. This cannot be used for Crush Attacks.
Kadim Binding
Aegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.
Kadim Binding
Aegis (+1, against Flaming Attacks, max.~3+), Hand-and-a-Half.
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Attack Value is always~1, Strength always~5, and Armour Penetration always~10. Automatic Hits, Multiple Wounds (2, Melee).
Eye of the Bull
Affects both Shooting and Standard Melee Attacks. Attack Value is always~1, Strength always~5, and Armour Penetration always~10. Automatic Hits, Multiple Wounds (2, Melee).
Flame of the East
Flaming Attacks, D3+1.
Flame of the East
Flaming Attacks, D3+1.
Salvaguardia Spettrale
+2~Arm contro Attacchi non-Magici
Ghostly Guard
+2~Arm against non-Magical Attacks.
Guardia Selvaggia
+3~Arm. Il valore di Armatura del modello non può mai essere migliorato oltre~5.
Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
Golden Idol of Shamut
The bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (4). In addition, if the bearer’s model is of Height~1, its Charge Speed is set to~4, its Mobility is set to~6, and it gains Ghost Step.
Golden Idol of Shamut
The bearer can cast Flaming Swords (Pyromancy) as a Bound Spell (4). In addition, if the bearer’s model is of Height~1, its Charge Speed is set to~4, its Mobility is set to~6, and it gains Ghost Step.
Regicida
Aggregato, che non può essere perso. Quando un Personaggio nemico è in contatto con l’unità di chi la brandisce, colui che la brandisce ottiene: +1~Att, +2~For e +2~Pen.
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.
Mask of Ages
The wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.
Mask of Ages
The wearer gains Aegis (5+, against Grind Attack), Impact Hits)), Magical Attacks, Stomp Attack)}}, Terror, Hatred}.
Onyx Core
Strength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
Onyx Core
Strength always~6; Flaming Attacks, Multiple Wounds (D3, towards Weakness (Flaming Attacks)).
Pietra d’Ossidiana
Resistenza alla Magia (2).
Obsidian Rock
Magic Resistance (2).
Pergamena di una Mente Libera
Un solo uso. Durata: Permanente. Può essere attivata in una Fase Magica amica, prima di pescare una Carta Flusso. Il portatore perde tutti i propri incantesimi appresi scelti dal sentiero selezionato in virtù delle regole Mago Apprendista, Mago Adepto, Mago Maestro, o la Sostituzione Universale (l’Incantesimo Ereditario, così come tutti gli incantesimi ottenuti da altre risorse, non sono influenzati da ciò). Il portatore ottiene ora il medesimo numero di incantesimi di un altro sentiero a lui disponibile durante il passaggio della Creazione delle Liste. Gli incantesimi si ottengono iniziando dal primo incantesimo del sentiero e proseguendo fino all’ultimo di esso. Ciò non modifica la Scelta del Sentiero del portatore. Nota: Ciò significa che un singolo Mago può ottenere lo stesso incantesimo due volte, anche se non può lanciare lo stesso incantesimo più volte. (Per esempio, uno Ierarca del Culto Mortuario con Mago Adepto e Canale dell’Anima che aveva scelto gli incantesimi \#1 e \#3 di Divinazione sostituendo il terzo con Guardiano Eterno durante la Preparazione della Battaglia sceglie Evocazione con la Pergamena di una Mente Libera: ora egli conosce Sussurri del Velo due volte, così come Danza Macabra, e Guardiano Eterno).
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).
Pergamena Magica#1{}{~(#1)}
Un solo uso. Durata: Una Fase. Può essere attivata in qualsiasi momento durante la tua Fase Magica. Il portatore conosce l’incantesimo indicato tra parentesi, in aggiunta ai suoi altri incantesimi, a meno che il portatore non conoscesse già l’incantesimo.
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.
Pozione della Rapidità
Un solo uso. Durata: Round di Combattimento. +3~Agi.
Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
Pozione della Preservazione del Potere
Un solo uso. Durata: Istantaneo. Può essere utilizzata immediatamente quando un Tentativo di Lancio o un Tentativo di Dispersione fallisce, a causa di un tiro di dadi non sufficientemente alto: non scartare i Dadi Magia utilizzati in questo tentativo infruttuoso.
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.
Sigillo della Protezione
+1~Arm.
Sigil of Protection
+1~Arm.
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled~1 or~2 as a~3.
Tablet of Vezodinezh
When the bearer attempts to cast a Learned Spell using four or more Magic Dice, treat a single rolled~1 or~2 as a~3.
Talismano di Protezione
Egida (5+).
Talisman of Shielding
Aegis (5+).
Talismano del Vuoto
Incanalare (1). Questo oggetto può essere utilizzato solo se il totale combinato dei valori diIncanalare dei modelli dell'esercito è~2 o meno (escludendo Incanalare da questo Oggetto Magico).
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).

Stendardi magici utilizzabili dall'esercito

IT EN
Icona d’Etere
L’unità del portatore ottiene Resistenza alla Magia (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Bandiera Lacerante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento: I modelli Ranghi e File nell’unità del portatore ottengono +1~Pen.
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.
Vessillo della Disciplina
L’unità del portatore può ripetere i Test di Panico falliti. Se l’unità invece include l’Alfiere da Battaglia o il Generale, essa supera automaticamente i Test di Panico.
Banner of Courage
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.
Banner of Shamut
Models in the bearer’s unit gain +1~Off. In addition, a unit containing a Banner of Shamut adds +1 to the Combat Score of its side.
Banner of Shamut
Models in the bearer’s unit gain +1~Off. In addition, a unit containing a Banner of Shamut adds +1 to the Combat Score of its side.
Banner of the Twice Branded
Banner of the Twice Branded
Stendardo Fiammeggiante
Un solo uso. Durata: Fine del Combattimento. Può essere attivato durante le Scelte in Combattimento. L’unità del portatore ottiene Attacchi Infuocati
Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Their Master’s Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence: smallitemizeitem Model parts with Vassal in the bearer’s unit gain Fury. The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase. smallitemizeitem
Their Master’s Banner
Apply the following effects while the bearer’s unit is within range of a friendly model’s Commanding Presence: smallitemizeitem Model parts with Vassal in the bearer’s unit gain Fury. The bearer’s unit must reroll failed Charge Range rolls in the Charge Phase. smallitemizeitem
Vessillo del Riparo
Gli attacchi con Penetrazione dell’Armatura~3 o meno non possono mai peggiorare il Tiro Armatura dell’unità del portatore oltre il~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+.
Stendardo dell’Incursore
L’unità del portatore ottiene Viaggiatore.
Stalker’s Standard
The bearer’s unit gains Stri\-der.

Unità dell'esercito

IT EN
Overlord
Overlord
Prophet
Prophet
Vizier
Vizier
Taurukh Commissioner
Taurukh Commissioner
Vassal Conjurer
Vassal Conjurer
Lamassu Scholar
Lamassu Scholar
Seat of Authority
Seat of Authority
Steppe Steed
Steppe Steed
Kadim Chariot (mount)
Kadim Chariot (mount)
Bull of Shamut
Bull of Shamut
Great Bull of Shamut
Great Bull of Shamut
Infernal Bastion (mount)
Infernal Bastion (mount)
Infernal Warriors
Infernal Warriors
Citadel Guard
Citadel Guard
Vassal Levies
Vassal Levies
Shackled Slaves
Shackled Slaves
Kadim Incarnates
Kadim Incarnates
Kadim Chariot
Kadim Chariot
Immortals
Immortals
Disciples of Lugar
Disciples of Lugar
Taurukh Enforcers
Taurukh Enforcers
Taurukh Anointed
Taurukh Anointed
Vassal Cavalry
Vassal Cavalry
Vassal Slingshot
Vassal Slingshot
Gunnery Team
Gunnery Team
Infernal Artillery
Infernal Artillery
Infernal Bastion
Infernal Bastion
Infernal Engine
Infernal Engine
Kadim Titan
Kadim Titan
Citizen Giant
Citizen Giant