Warriors of the Dark Gods

Warriors of the Dark Gods

Correspondence of translations with another language

Regole e Equipaggiamenti utilizzati dall'esercito

IT EN
Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
Ali
La Velocità di Carica del modello e la sua Mobilità sono entrambe impostate a~7, ed esso ottiene Volo.
Wings
The model’s Mobility is set to~8, and it gains Fly.
Hell-Forged Armour
Hell-Forged Armour
Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
Veil Walker
The Caster gains +1~to cast Learned Spells with type: Damage.
Attacco di Passaggio#1~(#1)
When a model with Attacco di Passaggio) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Attacco di Passaggio) against that enemy unit. Ciò può essere fatto solo una volta per Turno del Giocatore. Resolve the Attacco di Passaggio) when the Move Manoeuvre is completed. Gli attacchi colpiscono automaticamente e contano come Attacchi a Distanza. Each model part in the unit with Attacco di Passaggio) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. Se ci sono dei valori di Forza, di Penetrazione e Attributi d’Attacco aggiuntivi indicati tra parentesi (Y), utilizza invece questi al posto di quelli della parte del modello. In this case, the Attacco di Passaggio) is Immodificabile.
Sweeping Attack#1~(#1)
When a model with Sweeping Attack) is within~1 of an Unengaged enemy unit during a Move Manoeuvre (even temporarily), the model’s unit may perform a Sweeping Attack) against that enemy unit. This can only be used once per friendly Player Turn. Resolve the Sweeping Attack) when the Move Manoeuvre is completed. The attack hits automatically, and counts as a Ranged Attack. Each model part in the unit with Sweeping Attack) must use it towards the same enemy unit. The attack causes X~hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are used instead. In this case, the Sweeping Attack) is Unmodifiable.
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.
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.
Dying Embers
After using its Breath Attack, the model loses a Health Point.
Dying Embers
After using its Breath Attack, the model loses a Health Point.
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
Unione di Menti
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
Meeting of Minds
When initiating a Move Manoeuvre, the model can choose to lose Fly and gain +2~Mobility. Duration: One Phase.
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.
Damnation
The unit gains Solitary. If it fails a Break Test, replace each model of the unit with a model: itemize The unit and its models are considered removed as a casualties. Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too). The models form a new unit. The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain. The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal. Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with. itemize
Damnation
The unit gains Solitary. If it fails a Break Test, replace each model of the unit with a model: itemize The unit and its models are considered removed as a casualties. Each model is placed in the same position and facing the same direction as the model it replaces (even if the replaced model was in contact with an enemy unit: in this case, the model is placed in contact with the enemy unit, too). The models form a new unit. The unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield, but can still not overlap other units or Impassable Terrain. The Wretched One unit cannot perform any Combat Reforms in the Round of Combat during which it is Summoned. Enemy units can do so as normal. Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit, nor for the enemy units it is Engaged with. itemize
Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
Monstrous Familiar
Living Steel (), Corruption of Tin (), Hellfire ()
Monstrous Familiar
Living Steel (), Corruption of Tin (), Hellfire ()
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.
Skinning Lash
Sweeping Attack) (1).
Skinning Lash
Sweeping Attack) (1).
Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks. Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase. At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects: smallitemize Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain. Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn. Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn). smallitemize
Gateway
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. There can never be more than 4~friendly Gateway Markers on the Battlefield. If a Gateway Marker is removed, all units within~3 of the marker then suffer #1D3 (3)~hits with Toxic Attacks. Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase. At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects: smallitemize Mark a single point on the Battlefield within~24 of the model with a Gateway Marker, and more than 1~from Impassable Terrain. Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn. Target a single friendly unit within~9 of the model, not containing any model of Height~5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn). smallitemize
Giant See, Giant Do
The model gains Courageous.
Giant See, Giant Do
The model gains Courageous.
Giant Club
+1~Str, +1~AP.
Giant Club
+1~Str, +1~AP.
Una Mano-e-Mezza
The model part ignores A Due Mani, and its weapons count as a Arma Bianca for the purpose of Scudo (while keeping other rules and modifiers).
Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).
Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5). The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5). The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
Primal Legend
While the model is on the Battlefield, friendly units cannot use Fly for Move Manoeuvres or Charge Moves. In addition, if the model is the General, the maximum sum of values in the army is increased by~1.
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.
Resistenza alla Magia#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Resistenza alla Magia: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Magic Resistance#1~(#1)
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic. Whenever an enemy spell targets one or more friendly units containing Magic Resistance: itemize Identify the highest Magic Resistance value across all targeted friendly units Reduce the Casting Roll by this value itemize
Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
Manifestation
During Pre-game~Selections, each Exalted Herald must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).
Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
Writhing Mass
When in the second rank and not in Contact with any enemy model, the model can make Grind Attack) across models in the first rank directly in front of it.
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.
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.
Scettro della Battaglia
Il portatore può lanciare un Incantesimo Infuso unico: Scettro della Battaglia: Valore di Lancio~(4+). Tipo: 18, Benedizione. Durata: Un Turno. Effetto: Gli Attacchi da Mischia Standard del bersaglio ottengono~+1 a colpire eAttacchi Magici.
Rod of Battle
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
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
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.
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
Burning Portent
AP set to~10. Flaming Attacks, Multiple Wounds (D3).
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).
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
Dark Familiar
Learned Spells cast by the model part gain +6~Range (Aura spells gain +3~Range instead).
Mortifrago
+1~Arm e Rigenerazione (4+).
Death Cheater
+1~Arm, and Regeneration (4+).
Destrezza Innaturale
+3~Dif e +3~Off.
Supernatural Dexterity
+3~Def and +3~Off.
Gladiator’s Spirit
+1~Arm, Parry.
Gladiator’s Spirit
+1~Arm, Parry.
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
Immortal Gauntlets
During Combat Choices, choose one of the following Attack Attributes for the wearer’s Melee Attacks: Divine Attacks, Flaming Attacks, Magical Attacks. Duration: Round of Combat.
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.
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.
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
Lord of the Damned
Before rolling the Random Movement)} distance in the Movement Phase, friendly units entirely with Irredeemable within~18 of the bearer may choose to apply either Minimised or Maximised to the roll.
Maschera della Folle Violenza
Rabbia. Tutti gli Attacchi da Mischia effettuati dal portatore o contro di lui ottengono +1 a colpire.
Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
Veilgate Orb
During Pre-game~Selections, mark a point on the Battlefield with a Gateway Marker: it must be within~24 of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1~from any Impassable Terrain. One use only. At the start of a friendly Magic Phase, if the bearer’s unit was allowed to move in the preceding Movement Phase (ie. it is not Shaken, did not Ambush, did not fail a Charge, is Unengaged, etc.), you may remove it from the Battlefield and immediately place it back on the Battlefield with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).
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.
Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
Wyrd Stone
One use only. Duration: One Phase. The bearer’s model gains Hard Target (2).
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.
Symbol of Slaughter
+2~Att, +2~Agi.
Symbol of Slaughter
+2~Att, +2~Agi.
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).
Thrice-Forged
Thrice-Forged

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).
Vessillo della Velocità
Un’unità contenente un Vessillo della Velocità ottiene +1~Velocità di Carica e +1~Mobilità.
Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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
Zealots’ Banner
Zealots’ Banner
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.
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5).
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}. In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.
Wasteland Torch
The bearer’s unit gains \alphaorderlistandbf{{Stri\-der (Ruins)}, First Strike (Flaming Attacks)}. In addition, during Pre-game~Selections, you can select a single Field, Forest, that was not placed during Pre-game selections: the selected Terrain Feature is changed to a Ruins Terrain Feature, without changing its dimensions, with Duration: Permanent.

Unità dell'esercito

IT EN
Exalted Herald
Exalted Herald
Chosen Lord
Chosen Lord
Doomlord
Doomlord
Sorcerer
Sorcerer
Barbarian Chief
Barbarian Chief
Feldrak Ancestor
Feldrak Ancestor
Black Steed
Black Steed
Shadow Chaser
Shadow Chaser
Scythed Skywheel
Scythed Skywheel
War Dais
War Dais
Dark Chariot
Dark Chariot
Battleshrine (mount)
Battleshrine (mount)
Karkadan
Karkadan
Chimera (Mount)
Chimera (Mount)
Wasteland Behemoth
Wasteland Behemoth
Wasteland Dragon
Wasteland Dragon
Warriors
Warriors
Fallen
Fallen
Barbarians
Barbarians
Barbarian Horsemen
Barbarian Horsemen
Warhounds
Warhounds
Warrior Knights
Warrior Knights
Warrior Chariot
Warrior Chariot
Chosen
Chosen
Chosen Knights
Chosen Knights
Chosen Chariot
Chosen Chariot
Chimera
Chimera
Wretched Ones
Wretched Ones
Forsworn
Forsworn
Feldraks
Feldraks
Battleshrine
Battleshrine
Flayers
Flayers
Hellmaw
Hellmaw
Forsaken One
Forsaken One
Marauding Giant
Marauding Giant
Feldrak Elder
Feldrak Elder