Cultists

Correspondence of translations with another language

Regole e Equipaggiamenti utilizzati dall'esercito

IT EN
Accumulatore d’Etere
Aether Battery
Predatore del Velo
Per ogni incantesimo lanciato con successo nella precedente Fase Magica dell’avversario, i tiri di Imboscata di questa unità ottengono un’istanza di Massimizzato.
Veil Stalker
For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.
Sangue Acido
Ogni volta che un modello con perde un Punto Ferita dopo aver fallito un Tiro di Protezione Rigenerazione contro un Attacco da Mischia nemico, esso infligge immediatamente 1~colpo con Attacchi Tossici alla Riserva di Punti Ferita del modello che ha attaccato, prima che eventuali perdite siano rimosse.
Acid Blood
Each time a model with loses a Health Point after failing a Regeneration Save against an enemy Melee Attack, it immediately inflicts 1~hit with Toxic Attacks towards the Health Pool of the attacking model, before any casualties are removed.
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.
Morsa Stritolante
La parte del modello ottiene Attacco Stritolante) (X). Dopo ogni Round di Combattimento, X cresce di~1 (cioè Attacco Stritolante) (1) diventa Attacco Stritolante) (2)) Quando il modello non è Ingaggiato in Combattimento, X è impostato a~1. Quando una parte del modello con è nel secondo rango e non in contatto con un modello nemico, essa può assegnare tutti i propri attacchi con Attacco Stritolante) a modelli direttamente di fronte ad essa sul suo Rango Frontale.
Tightening Grasp
The model part gains Grind Attack) (X). After each Round of Combat, X increases by~1 (e.g. Grind Attack) (1) becomes Grind Attack) (2)) When the model is not Engaged in Combat, X is set to~1. When a model part with is in the second rank, and not in contact with any enemy model, it can make all its hits from Grind Attack) across models directly in front of it in the Front Rank.
Soffocare#1~(#1)
Gli Attacchi da Mischia verso un modello con Altezza~X ottengono +1~a colpire e +1~a ferire.
Smother#1~(#1)
Melee Attacks towards a model with Height~X gain +1~to hit and +1~to wound.
Attacchi Venefici#1~(#1)
Whenever an attack with Attacchi Venefici 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 Attacchi Venefici, 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 Attacco ad Area, Furia), only a single hit, chosen by the attacker, wounds automatically. Per tutti gli altri colpi a segno dovrai tirare per ferire come al solito. 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
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.
Bersaglio Difficile#1~(#1)
Shooting Attacks allocated against a Health Pool with Bersaglio Difficile suffer X to hit.
Hard Target#1~(#1)
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
Spaccamontagne
I tiri per la Distanza di Carica del modello verso unità contenenti Altezza~5 ottengono Massimizzato. I Colpi d’Impatto) ottengono Ferite Multiple (D3, verso Altezza #1 (5)).
Mountain Breaker
The model’s Charge Range rolls towards units containing Height~5 gain Maximised. Impact Hits) gain Multiple Wounds (D3, towards Height #1 (5)).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
It’s a Trap!
When an enemy unit performs any of the following actions, it suffers #1D6 (2)~hits with Strength~ 4, Armour Penetration~1, and Unmodifiable: itemize The enemy unit successfully Charges a unit containing in contact with a Terrain Feature. The enemy unit comes into contact (while it was not in contact earlier) with a Terrain Feature that is in contact with a unit containing . itemize Resolve the hits at the end of the action that triggered them. No unit can be affected by more than once in each Player Turn (including from different units containing ).
Colpo Letale#1~(#1)
If an attack with Colpo Letale wounds with a to-wound roll of~6, its Penetrazione dell’Armatura is always~10, and [regeneration]Rigenerazione 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.
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
Congegno della Dannazione
Straordinario. La dimensione della base del modello diventa 150100~, la sua Altezza diventa~5, i suoi Punti Vita sono impostati a~9, la sua Velocità di Carica è impostata a~5. In più, esso perde Piattaforma di Guerra, Esclusivo, Aggregato, e ottiene Terrore,Attacco di Calpestamento) (D6),Solitario.
Engine of Damnation
Extraordinary. The model’s base size is changed to 150100~, its Height is changed to~5, its Health Points are set to~9, its Charge Speed is set to~5. In addition, it loses War10000\ Platform, Exclusive, Attached, and it gains Terror,Stomp Attack) (D6),Solitary.
Falcata Rapida
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Falcata Rapida gain Maximised.
Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
Dardi d’Energia
Energy~Bolts
Esploratore
Units entirely with Esploratore 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. 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.
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.
Stella Cadente
All’inizio dello Step 3.A della Fase di Mischia (Determinare l’Ordine di Iniziativa), l’Agilità del modello è impostata al doppio del numero attuale di Punti Vita del modello. All’inizio di ogni Step di Agilità, l’Abilità Difensiva e l’Abilità Offensiva del modello sono impostate al doppio dell’attuale numero di Punti Vita del modello.
Falling Star
At the beginning of Determine Agility Order (Melee Phase, step~3.A), the model’s Agility is set to twice the model’s current number of Health Points. At the start of each Agility Step, the model’s Defensive Skill and Offensive Skill are set to twice the model’s current number of Health Points.
Trebbiatore di Moltitudini
Cambiamenti al profilo del modello: itemize La dimensione della Base diventa . I sono impostati a~6. Il numero di Macchinisti e di Destrieri Infernali sono impostati a~(3). I Macchinisti perdono Soffocare (1) e ottengono Soffocare (2). Il Telaio ottiene Colpi d’Impatto) (#1D3 (3)). M. Singolo. itemize
Horde Thresher
Changes to the model’s profile: itemize Base size changed to . set to~6. Number of Tillers and Hellsteeds set to~(3). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (3)). Single model. itemize
Trebbiatore di Legioni
Cambiamenti al profilo del modello: itemize La dimensione della Base diventa . I sono impostati a~8. Il numero di Macchinisti e di Destrieri Infernali sono impostati a~(4). I Macchinisti perdono Soffocare (1) e ottengono Soffocare (2). Il Telaio ottiene Colpi d’Impatto) (#1D3 (4)). M. Singolo. itemize
Legion Thresher
Changes to the model’s profile: itemize Base size changed to . set to~8. Number of Tillers and Hellsteeds set to~(4). Tillers lose Smother (1) and gain Smother (2). Chassis gains Impact Hits) (#1D3 (4)). Single model. itemize
Prediletto dall’Accidia
Leggendario. Può essere preso solo in un esercito con una come Generale. L’unità può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Sloth
Legendary. Can only be taken in an army with a as the General. The unit may select up to two Manifestations instead of one.
Prediletto dall’Invidia
Leggendario. Può essere preso solo in un esercito con un come Generale. L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Envy
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Favorito dalla Superbia
Leggendario. Può essere preso solo in un esercito con un come Generale.. L’unità può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Pride
Legendary. Can only be taken in an army with an as the General. The unit may select up to two Manifestations instead of one.
Prediletto dall’Ira
Leggendario. Può essere preso solo in un esercito con un come Generale. L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Wrath
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Prediletto dall’Avarizia
Leggendario. Può essere preso solo in un esercito con un come Generale. L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Greed
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Prediletto dalla Gola
Leggendario. Può essere preso solo in un esercito con una come Generale. L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Gluttony
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
Prediletto dalla Lussuria
Leggendario. Può essere preso solo in un esercito con una come Generale.. L’unità ottiene Solitario e può scegliere fino a due Manifestazioni invece che una sola.
Favoured of Lust
Legendary. Can only be taken in an army with a as the General. The unit gains Solitary and may select up to two Manifestations instead of one.
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.
Grand Caller
When Making Daemonic Calling, Roll one less dice for determining HP loss.
Grand Caller
When Making Daemonic Calling, Roll one less dice for determining HP loss.
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.
Multiforma
Durante le Scelte Pre-Partita., ogni unità di deve scegliere una delle seguenti Manifestazioni — essa ottiene la Manifestazione scelta, con Durata: Permanente: lustmesmerisingplumage slothtorporoustendrils envyvenomsacs
Morphlings
During Pre-game~Selections, each unit of must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent: lustmesmerisingplumage slothtorporoustendrils envyvenomsacs
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.

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.
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.
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
Book of Spellcasting
Casting Rolls made to cast Learned Spells by models in this army using two or three Magic Dice gain a +1 modifier. Once per Magic Phase if the bearer fails a Casting Roll, the bearer's unit suffers 1 HP less and must reroll one Magic Dice that rolled 1.
Book of Spellcasting
Casting Rolls made to cast Learned Spells by models in this army using two or three Magic Dice gain a +1 modifier. Once per Magic Phase if the bearer fails a Casting Roll, the bearer's unit suffers 1 HP less and must reroll one Magic Dice that rolled 1.
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).
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).
Cloak of Disguise
Model gains Stand Behind, Van\-guard~Mob) (6)}.
Cloak of Disguise
Model gains Stand Behind, Van\-guard~Mob) (6)}.
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).
Destrezza Innaturale
+3~Dif e +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Iscrizioni Arcane
Primo Colpo (Odio, Zelo).
Eldritch Inscriptions
First Strike (Hatred, Zeal).
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.
Idol of Melee
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).
Idol of Melee
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).
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.
Pietra d’Ossidiana
Resistenza alla Magia (2).
Obsidian Rock
Magic Resistance (2).
Pergamena del Prosciugamento
Un solo uso. Durata: Istantaneo. Può essere attivata nella Fase Magica dell’avversario, immediatamente dopo lo Step “Eccesso di Magia”, l’avversario scarta immediatamente 1~Dado Magia.
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.
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 del Potere
Un solo uso. Durata: Istantaneo. Può essere usata immediatamente dopo un Tentativo di Lancio: il portatore può aggiungere un Dado Magia gratuito a questo Tentativo di Lancio. Si applica comunque il limite massimo dei 5 Dadi Magia. Nota: l’uso di una Pergamena del Potere può scatenare un Incidente di Lancio.
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.
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.
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).
Vestments of Grandeur
Disciplined, Models Dis is set to 9.
Vestments of Grandeur
Disciplined, Models Dis is set to 9.
Water of Daemons
During Pre-game Selections, you may place one Water of Daemons (Water Terrain, 10x6 inch) in contact with your Deployment Zone and not touching any other terrain feature. Duration: Permanent. Treat this as Water Terrain with the following modifications: Dangerous Terrain (5+). Cannot be chosen for Objectives. All models with Daemon (on either side) are considered to have Strider (Water of Daemons). During each Magic Phase of the player who placed it, the Water of Daemons is considered to be a model with Grand Summoner for Daemonic Summon.
Water of Daemons
During Pre-game Selections, you may place one Water of Daemons (Water Terrain, 10x6 inch) in contact with your Deployment Zone and not touching any other terrain feature. Duration: Permanent. Treat this as Water Terrain with the following modifications: Dangerous Terrain (5+). Cannot be chosen for Objectives. All models with Daemon (on either side) are considered to have Strider (Water of Daemons). During each Magic Phase of the player who placed it, the Water of Daemons is considered to be a model with Grand Summoner for Daemonic Summon.

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).
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
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
Cult Leader
Cult Leader
Daemon Symbiote
Daemon Symbiote
Cultist Mob
Cultist Mob
Cultist Infiltrator
Cultist Infiltrator
Possessed
Possessed
Ritual Altar
Ritual Altar
Diavoli
Imps
Succubi
Succubi
Lemuri
Lemures
Mirmidoni
Myrmidons
Eidolon
Eidolons
Segugi Infernali
Hellhounds
Congegno Trebbiatore
Threshing Engine
Carro Sterminatitani
Titanslayer Chariot
Spiritelli Guastamagia
Mageblight Gremlins
Immondi Artigli
Clawed Fiends
Sanguisughe
Hoarders
Succubi Tentatrici
Succubi Tempters
Glorie Splendenti
Blazing Glory
Mietitore di Speranza
Hope Harvester
Bestie Bronzee
Brazen Beasts
Furie
Furies
Serpi del Velo
Veil Serpents
Mosche Rigonfie
Bloat Flies